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2007-12-23(svn r11684) -Codechange: split gfx.h in a type and functional header.rubidium
2007-12-22(svn r11682) -Codechange: move some 'generic' geometry related types into a ↵rubidium
single file and do not include gfx.h everywhere to get a Point type.
2007-12-21(svn r11675) -Codechange: split the string types from the string functions.rubidium
2007-12-19(svn r11668) -Codechange: more refactoring aimed at reducing compile time ↵rubidium
and making it more logic where function definitions can be found.
2007-12-08(svn r11597) -Change: replace all remaining instances of (re|m|c)alloc with ↵rubidium
(Re|M|C)allocT and add a check for out-of-memory situations to the *allocT functions.
2007-12-07(svn r11589) -Fix [FS#1514]: when ship depots got destroyed they always ↵rubidium
returned to water, even when it should've been canals.
2007-11-19(svn r11481) -Codechange: Rename the HASBIT function to fit with the naming ↵skidd13
style
2007-11-11(svn r11410) -Codechange: implement random triggers for industries.rubidium
2007-10-11(svn r11244) -Fix: trees can now be planted on bare land without making it ↵truelight
grassy (Csaboka) -Fix: planting tree in desert doesn't make it grassy for the first tile-cycle (Csaboka) -Fix: when a tree dies in desert, it no longer becomes a snowy tile for the first tile-cycle (Csaboka)
2007-10-08(svn r11228) -Codechange: implement the "moreanimation" feature of TTDP, so ↵rubidium
we can properly support newindustries.
2007-09-30(svn r11188) -Codechange: rewrite of the town action related code (remove ↵rubidium
some of the magic). -Feature: possibility to disable exclusive rights and giving money. Both by skidd13.
2007-09-27(svn r11176) -Revert (r9867): as it is needed for newgrf callbacks 14B and 14Cglx
2007-09-26(svn r11172) -Codechange: rewrite of town road building and addition of the ↵rubidium
possibility to clean up unconnected road bits during the local road reconstructions. Based on a patch by skidd13.
2007-09-22(svn r11139) -Codechange: add support for persistent storage for NewGRFs.rubidium
2007-09-14(svn r11107) -Feature: some tool so one can still build tunnels under rails ↵rubidium
(and other structures) when the owner of the structure built it on foundations and if you have enough "empty" space ofcourse. One could use the tool for some other construction needs too. Patch by frosch.
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.
2007-08-30(svn r11004) -Codechange: some reworks of the saveload mechanism to be able ↵rubidium
to save and load private and protected variables in the vehicle struct.
2007-08-16(svn r10923) -Codechange: use 'real' exception handling in saveload codeglx
2007-08-15(svn r10903) -Feature: [NewGRF] Add support for variable 44 of Variational ↵belugas
Action 2 for Industries
2007-08-03(svn r10773) -Codechange: use pool.CleanPool instead of CleanPool(&pool) and ↵rubidium
similarly for AddBlock*.
2007-08-01(svn r10744) -Codechange: make the pool a little more OO, so it can be ↵rubidium
easier in other places.
2007-07-25(svn r10684) -Codechange: some more coding style related changes. Primarily ↵rubidium
moving { to a new line.
2007-07-16(svn r10601) -Codechange: store (and use) the type of stations instead of ↵rubidium
hardcoding station types by graphics IDs.
2007-07-14(svn r10567) -Add [FS#915]: a "group" with ungrouped vehicles. Patch by ↵rubidium
Matthias Wolf.
2007-07-13(svn r10541) -Fix [FS#1028]: cargo payment rates overflow.rubidium
-Fix: cargo payment rates diverge from cost rates making it impossible to make any profit after a certain number of years. Both are solved by stopping the inflation after 170 years; there is absolutely no point in continueing the inflation after that as it only makes the game have overflows at some point that cannot be solved; using larger variables only delays the inevitable.
2007-07-07(svn r10462) -Add: a command dumper/loader that could be enabled ↵rubidium
compile-time and server side only to aid debugging some desyncs, i.e. dump the stream of commands so it could be replayed in exactly the same way later. This should primarily be used to make desyncs more easily reproducable, so it can be properly debugged.
2007-07-06(svn r10453) -Codechange: Allow save/load of empty (unallocated) stringspeter1138
2007-07-03(svn r10412) -Codechange: Remove unnecessary inclusion of hal.h in various ↵peter1138
files (and add one)
2007-06-27(svn r10367) -Fix: do not crash horribly when the file you are trying to ↵rubidium
load is too short or decompressing it fails.
2007-06-25(svn r10319) -Fix (r10266): the limit of 65535 references was not enough for ↵rubidium
cargo packets. Increase this limit to approximately 2^32, which noone should ever be able to reach on any normal system ;)
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 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.
2007-06-20(svn r10236) -Feature: Introduce a form of timetabling for vehicles.maedhros
2007-06-18(svn r10211) -Feature: [NewGRF] Add support for action 0Fglx
2007-06-18(svn r10210) -Codechange: make all money related variables 64 bits, so ↵rubidium
overflowing them should become a little harder.
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.
2007-06-07(svn r10056) -Revert (r10049): removing SLE_WRITEBYTE didn't work as ↵rubidium
expected :(. Somehow SlIterateArray and SlObject depend on eachother and adding a some arbitrary data before the SlObject makes it go crazy.
2007-06-06(svn r10049) -Codechange: get rid of the SLE_WRITEBYTE obfuscation.rubidium
2007-05-31(svn r10006) -Fix (FS#362): allow different signal types on one tileglx
2007-05-27(svn r9956) -Codechange: Add tram livery schemespeter1138
2007-05-23(svn r9905) -Feature: Allow building new stations adjacent to existing ↵maedhros
stations by holding down control. Based on a patch by Wolf01.
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 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.
2007-05-04(svn r9779) -Feature: Add the possiblity to choose different road patterns ↵belugas
for towns to use. Possible patterns are : No Road (not available in scenario editor) Original (for the nostalgics) Better Roads (same as original, but based on distance of 2 tiles instead of one) 2x2 grids 3x3 grids Patch by skiddl13
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 r9691) -Fix (r9683): Forgotten savegame bump...peter1138
2007-04-20(svn r9682) -Codechange: Add support for saving/loading std::lists ↵peter1138
containing object references (REF_*)
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.