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2007-09-27(svn r11176) -Revert (r9867): as it is needed for newgrf callbacks 14B and 14Cglx
2007-09-22(svn r11138) -Codechange: prepare some subsystems for persistent storage for ↵rubidium
NewGRFs.
2007-09-13(svn r11092) -Add: allow 'blitter=<value>' in openttd.cfg to set the blitter ↵truelight
(so you don't have to keep on doing 'openttd -b 32bpp-optimized'..)
2007-09-01(svn r11030) -Revert r11016, Fix [FS#1178]: the way to determine whether a ↵rubidium
station should get goods was not done properly.
2007-08-26(svn r10982) -Fix [FS#1162]: some old savegames could be in a state that the ↵rubidium
current game logic does not like; in the list of vehicles loading at a station when the vehicle is not actually at the station.
2007-08-06(svn r10807) -Fix [FS#1108]: keep_all_autosaves always got ".sav" as ↵rubidium
filename, which basically means that it only kept the last autosave.
2007-08-04(svn r10781) -Fix: ported more pieces to WinCE, so it compiles a bit moretruelight
-Fix: WinCE doesn't support console -Fix: Set debug lvl4 when running a debug WinCE build (as you can't give parameters any easy way)
2007-08-03(svn r10773) -Codechange: use pool.CleanPool instead of CleanPool(&pool) and ↵rubidium
similarly for AddBlock*.
2007-08-03(svn r10762) -Codechange: Change enum StringIDEnum { to static const ↵peter1138
StringID = for each STR_ entry. This avoids the need for a cast to StringID in some places and thus better type-safety.
2007-07-29(svn r10733) -Codechange: change MP_STREET into MP_ROAD as we use the word ↵rubidium
"road" everywhere except in the tile type.
2007-07-16(svn r10601) -Codechange: store (and use) the type of stations instead of ↵rubidium
hardcoding station types by graphics IDs.
2007-07-16(svn r10593) -Fix [FS#1038]: one could not remove locks that were build in a ↵rubidium
(very) old version of OpenTTD.
2007-07-16(svn r10587) -Codechange: move the string/dparam related stuff from ↵rubidium
variables.h to strings.h
2007-07-07(svn r10460) -Codechange: add some more variables needed for newindustries ↵rubidium
regarding to the creation of the industries.
2007-07-05(svn r10444) -Codechange: switch to c++ classes and inheritance for ↵peter1138
sound/music/video drivers, using self-registration based on the blitter-model.
2007-07-04(svn r10426) -Codechange: Activate the reset of industry/tiles mapping upon ↵belugas
initialization or new game.
2007-06-27(svn r10358) -Codechange: remove the cargopacket leakchecker as it never ↵rubidium
asserted in almost a week of stresstesting, so I'm pretty sure all cornercases are tested by now.
2007-06-25(svn r10329) -Feature [FS#812]: (patch) option to select the "default" rail ↵rubidium
type when you start a new game or load a game. This is done either static, i.e. rail, electrified rail, monorail and maglev, or dynamic which takes either the first or last available railtype or the railtype that is used most on the map.
2007-06-25(svn r10323) -Codechange: reference company name, number and player ↵peter1138
(president) name by index
2007-06-24(svn r10300) -Fix [FS#917]: give a better explanation why the loading of a ↵rubidium
savegame failed and do not crash on loading savegames that were altered by patches or branches.
2007-06-22(svn r10276) -Codechange: made a counter based on milliseconds and ↵truelight
independent of the game-state to base double-click and TGP Generation Process on -Codechange: renamed _timer_counter to _palette_animation_counter, as that is what it is
2007-06-22(svn r10268) -Fix: some old savegames could have the wrong bits unset ↵rubidium
(follow up of r10147)
2007-06-22(svn r10266) -Codechange: keep track of the origin, time of travel and ↵rubidium
accumulated feeder share (transfers) of individual pieces of cargo. This means that cargo isn't thrown on a big pile when it's put in a station or unloaded at a station, however the GUI does not reflect these changes yet so you will not actually see it.
2007-06-17(svn r10190) -Codechange: merged renderer and blitter to one single class ↵truelight
API: blitter -Codechange: introduced a hierachy of blitters to avoid a lot of code duplication Note: this allows much easier adding other types of video-drivers, like OpenGL
2007-06-17(svn r10188) -Codechange: make it a little easier to load a savegame from ↵rubidium
the console: -g <absolute path> -g <relative path from current working directory> -g <relative path from within the savegame directory>
2007-06-17(svn r10182) -Codechange: rewrite most part of the file loading/searching to ↵rubidium
be more flexible. -Codechange: add support for personal directories on Windows. -Fix [FS#153, FS#193, FS#502, FS#816, FS#854]: fix issues related to fixed names, fixed places of files/directories and application bundles.
2007-06-17(svn r10181) -Fix (r10093): clamp the zoom level so it won't try to use a ↵rubidium
wrong zoom level when loading an old savegame.
2007-06-13(svn r10139) -Fix: all inner parts of OpenTTD assume that the resolution is ↵rubidium
at least 1 by 1, so force the resolution to be always at least 1 by 1.
2007-06-12(svn r10121) -Codechange: split renderer from rest of code; no longer any ↵truelight
code directly accesses the video-buffer -Add: added NULL blitter and renderer, which are always used for -vnull -Add: dedicated driver doesn't blit nor render by default. Can be overruled by user. (-D -b 8bpp-optimized) -Remove: removed CTRL+D from win32, which is incompatible with above -Add: extended screenshot support for PNG and BMP -Codechange: remove all hardcoded 8bpp references and replace them with more dynamic ones -Codechange: minor stuff in blitters
2007-06-11(svn r10107) -Fix (r10092): Missing 'i' in 'optimized'peter1138
2007-06-11(svn r10092) -Codechange: code-seperated the spriteloader and blitter from ↵truelight
the rest of the code -Add: make it possible to pick your own blitter (-b <blitter>, -h for overview) -Add: added a new optimized 8bpp blitter (default, caches sprites of all zoom-levels) -Add: added a debug 8bpp blitter and a very slow normal 8bpp blitter
2007-05-31(svn r10006) -Fix (FS#362): allow different signal types on one tileglx
2007-05-30(svn r9992) -Codechange: Remove some hardcoded references to Industry IDs.belugas
A few more to go
2007-05-29(svn r9971) -Fix (r9892, r9958): loading of post-'bridges over "everything"' ↵rubidium
messed with the railtype of bridges.
2007-05-28(svn r9962) -Feature: Add smooth viewport scrolling. This must be enabled ↵peter1138
with patch setting 'smooth_scroll'
2007-05-27(svn r9958) -Fix (r9892): upgrading old savegames made (road)bridges unuseable.rubidium
2007-05-25(svn r9917) -Codechange: prepare some more areas for more road types. rubidium
2007-05-20(svn r9892) -Codechange: lots of ground work for allowing multiple types of ↵rubidium
"road" with multiple owners on a single tile.
2007-05-19(svn r9885) -Fix r9846: some last bitshifts with zoom-levels that were forgottentruelight
-Fix r9846: initialize the zoom level for 'screen', as assuming 0 is not correct
2007-05-19(svn r9874) -Feature: advanced vehicle lists a.k.a. group interface. Now you ↵rubidium
can make groups of vehicles and perform all kinds of tasks on that given group. Original code by nycom and graphics by skidd13.
2007-05-15(svn r9850) -Codechange: Introduction of the Override/Substitute manager. ↵belugas
Currently only used for newhouses. Basically, it is more a gathering of IDs from grf files and ingame data.
2007-05-15(svn r9846) -Codechange: introduced ZOOM_LVL_MIN and ZOOM_LVL_MAX for the ↵truelight
obvious reasons -Codechange: introduced ZOOM_LVL_DETAIL to show/remove details -Codechange: changed << and >> operator with ZoomLevel to a simple wrapper (that in theory also allows zoom-in besides the current zoom-out) -Fix r9845: missed some int -> ZoomLevel
2007-05-14(svn r9839) -Fix: vehicles in old savegames could leave the station because ↵rubidium
the changed loading algorithm thought it was already finished.
2007-05-07(svn r9805) -Codechange: Use HASBIT() et al for display options bits.peter1138
2007-05-04(svn r9785) -Fix (r942, FS#765): only non dedicated servers can't have 0 playersglx
2007-05-01(svn r9762) -Feature: Two new difficulty settings : Very low number of towns ↵belugas
and very low number of industries Based on FS#289, by pitt2
2007-04-20(svn r9683) -Fix [FS#423]: improved loading does not use a huge amount of ↵rubidium
processing power anymore when having a lot of trains.
2007-04-18(svn r9672) -Cleanup: lots of coding style fixes around operands.rubidium
2007-04-18(svn r9667) -Feature: Add the concept of cities. A (configurable) proportion ↵maedhros
of towns can start off larger, and will grow twice as quickly as other towns. They can also be placed specifically in the scenario editor. Thanks to TheJosh for the initial patch and the idea.
2007-04-12(svn r9609) -Codechange: Move some function prototypes out of functions.h ↵maedhros
and into landscape.h, and add a few where they didn't exist.