summaryrefslogtreecommitdiff
path: root/src/openttd.cpp
AgeCommit message (Collapse)Author
2011-05-04(svn r22423) -Document: some network stuffrubidium
2011-05-04(svn r22419) -Change: Always use the DOS palette for drawing.frosch
-Remove: the '-i' option for palette selection.
2011-03-05(svn r22202) -Codechange: make MusicFileSettings a proper citizen of the ↵rubidium
client settings
2011-02-25(svn r22145) -Codechange: Do explicit test for non-bool values.alberth
2011-02-19(svn r22116) -Codechange: use PoolBase::Clean() at more placessmatz
2011-02-19(svn r22115) -Fix (r22114): some comments and code ordering were wrongsmatz
2011-02-19(svn r22113) -Codechange: use PoolBase::CleanAll() to clean all pools at ↵smatz
game exit
2011-02-18(svn r22098) -Codechange: Have an array of option data, use it in the option ↵alberth
parsing routine. Adapt openttd option processing too.
2011-02-18(svn r22096) -Codechange: Move openttd getopt implementation to its own file.alberth
2011-02-12(svn r22070) -Fix [FS#4503] (r21399): crashes when disconnecting after ↵rubidium
requesting the map
2011-02-07(svn r22021) -Fix (r22019): ofcourse make doesn't notice files are gone, so ↵rubidium
it doesn't recompile everything that needs to be recompiled...
2011-02-07(svn r22007) -Change: only show one AI per unique ID instead of all versions ↵rubidium
in the output of "openttd -h"
2011-01-22(svn r21896) -Cleanup: remove the unused StartScenariorubidium
2011-01-22(svn r21894) -Cleanup: get rid of the unused SM_START_SCENARIOrubidium
2011-01-22(svn r21890) -Cleanup: remove some unneeded includesrubidium
2011-01-19(svn r21854) -Codechange: refactor the password setting methods to make it ↵rubidium
possible to change the password of other companies (on the server)
2011-01-18(svn r21833) -Fix [FS#4427]: desync debug savegames might not be actually ↵rubidium
saved in case threading is enabled, which is enabled by default
2011-01-04(svn r21728) -Fix/Feature [FS#4331]: (configurably) limit amount of tiles ↵rubidium
that can be cleared/terraformed by a company
2011-01-02(svn r21698) -Fix: incorrectly named global variablerubidium
2010-12-14(svn r21521) -Codechange: Unify some cached values that were present in both ↵terkhen
road vehicles and trains.
2010-12-14(svn r21518) -Codechange: Rename AccelerationCache to GroundVehicleCache.terkhen
2010-12-14(svn r21512) -Change/Feature: make the delay of the chat messages timing out ↵rubidium
unrelated to the number of passed game days, i.e. don't stop aging chat messages when the server is paused
2010-12-07(svn r21430) -Feature [FS#1521]: building while paused always works in the ↵rubidium
scenario editor
2010-12-07(svn r21428) -Fix [FS#4021]: vehicles could be built while the game it ↵rubidium
paused. Now you can enable or disable that with a setting
2010-12-05(svn r21396) -Codechange: rename SafeSaveOrLoad to SaveLoad (it only did ↵rubidium
load), and add support for (safe) loading with a LoadFilter
2010-11-27(svn r21339) -Fix [FS#4272]: The VehicleCache was not checked for ships with ↵terkhen
desync debug options enabled.
2010-11-27(svn r21338) -Fix [FS#4272]: bogus cache mismatch warnings with desync ↵rubidium
debugging because some cache was invalidated but never reset
2010-11-19(svn r21255) -Fix (r179): main menu error messages wouldn't show when you ↵rubidium
had an error message open in the game while whatever triggered you to go back to the main menu
2010-11-19(svn r21253) -Change: mention the OpenTTD version on the console/logs when ↵rubidium
starting an OpenTTD dedicated server like we mention it in the title bar for the GUI version
2010-11-18(svn r21248) -Codechange: don't run the tar scanner twice upon startuprubidium
2010-11-06(svn r21097) -Codechange: Unify cached max speed for all vehicle types.terkhen
2010-11-06(svn r21090) -Codechange: Rename VehicleCache to NewGRFCache.terkhen
2010-09-06(svn r20758) -Fix: when leaving the program, current newgrf config would ↵smatz
leak, causing valgrind warnings
2010-08-29(svn r20677) -Fix (r20136): copy-paste error (jwm)rubidium
2010-08-26(svn r20632) -Cleanup: remove "a few" unneeded includes, and add them to ↵rubidium
some headers
2010-08-19(svn r20566) -Feature: happy smiles on the faces of Ammler and planetmakerrubidium
2010-08-15(svn r20497) -Fix [FS#3960]: non-dedicated servers failing to load a game ↵rubidium
caused the introgame to be the server's game causing desyncs when people tried to join
2010-08-01(svn r20286) -Codechange: Unify end of doxygen comments.frosch
2010-08-01(svn r20283) -Codechange: Unify start of doygen comments.frosch
2010-08-01(svn r20281) -Codechange: unify case scope closure + break coding stylerubidium
2010-07-31(svn r20269) -Codechange: Use IsLocalCompany() everywhere, document the ↵alberth
function and two company globals.
2010-07-24(svn r20211) -Codechange: Indented code should have curly braces around it.alberth
2010-07-19(svn r20194) -Fix: compilation with network disabled failedrubidium
2010-07-19(svn r20192) -Cleanup: bye bye variables.h, bye bye VARDEF... you won't be ↵rubidium
missed :)
2010-07-19(svn r20188) -Codechange: unVARDEF the _[config|log|highscore]_file ↵rubidium
variables and move them to a more logical location
2010-07-19(svn r20185) -Codechange: reduce the scope of _palette_animation_counterrubidium
2010-07-19(svn r20183) -Codechange: make _do_autosave and _dedicated_forks not use ↵rubidium
VARDEF and put them in a more logical location
2010-07-13(svn r20136) -Codechange: check more of the vehicle caches (when desync ↵rubidium
debug is turned on)
2010-07-03(svn r20055) -Feature: save/load hotkeys to/from hotkeys.cfgyexo
2010-06-30(svn r20039) -Fix [FS#3907]: instead of loading the intro game when loading ↵rubidium
a savegame fails on the dedicated server, generate a new game. Generating a new game is the least bad solution: * loading the intro game: desyncs due to GM_MENU on the server and GM_NORMAL on the clients, NewGRFs not being loaded on the server but being loaded on the client; * creating an empty map: OpenTTD will go crazy due to missing towns. Also clients can't properly join because of the missing towns; * loading the last saved game: doesn't always exist and loading it might fail causing an infinite loop; * stopping being a server: breaks the dedicated server horribly; if you loaded the game via rcon you can't connect with it anymore as you can't join the server; * generating a new game: should always succeed, although people might think a scenario loaded fine because there are no companies and such.