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path: root/src/saveload/company_sl.cpp
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2011-01-04(svn r21728) -Fix/Feature [FS#4331]: (configurably) limit amount of tiles ↵rubidium
that can be cleared/terraformed by a company
2010-11-21(svn r21284) -Codechange: Rename CheckSavegameVersion() to ↵alberth
IsSavegameVersionBefore().
2010-08-26(svn r20632) -Cleanup: remove "a few" unneeded includes, and add them to ↵rubidium
some headers
2010-08-02(svn r20311) -Codechange: don't reserve extra space in the savegame that is ↵yexo
never used
2010-06-13(svn r19985) -Fix (r19980): Loading preview data from old savegames failed ↵frosch
indeterministically due to non-zeroed memory allocation. Thanks smatz.
2010-06-13(svn r19980) -Add: Load some general data from savegames on SL_LOAD_CHECK.frosch
2010-06-13(svn r19979) -Codechange: Separate static loadable fields from Company into ↵frosch
separate struct.
2010-06-13(svn r19973) -Codechange: Add another procedure to chunk handlers for ↵frosch
checking savegames (empty for now).
2009-10-04(svn r17693) -Cleanup: remove some unneeded includesrubidium
2009-09-01(svn r17343) -Codechange: it's bankruptcy, not bankrupcy, according to my ↵rubidium
Oxford Dictionary of English and Merriam-Webster.
2009-08-21(svn r17248) -Fix: add GPL license notice where appropriaterubidium
2009-06-10(svn r16559) -Codechange: introduce Company::IsValidAiID() and ↵smatz
Company::IsValidHumanID(), don't use IsHumanCompany() where possible
2009-05-26(svn r16439) -Change: Make the default vehicle servicing settings ↵yexo
company-based settings, so in a multiplayer game everyone can change them.
2009-05-17(svn r16338) -Codechange: split loading of references to two phasessmatz
In the first phase, indexes are stored. In the second phase, indexes are checked for validity and converted to pointers
2009-05-15(svn r16315) -Codechange: move the autorenew settings to a new ↵yexo
CompanySettings struct
2009-02-09(svn r15428) -Codechange: consistently use colour instead of having both ↵rubidium
color and colour.
2009-02-09(svn r15423) -Codechange: split widget related types to their own header and ↵rubidium
add a bit of type strictness.
2009-01-31(svn r15299) -Cleanup: remove many redundant includessmatz
2009-01-24(svn r15257) -Cleanup: remove Company::is_noai, it is not needed anymoresmatz
2009-01-24(svn r15256) -Fix (r15027): use of uninitialised variable while ↵smatz
saving/loading game with AIs
2009-01-12(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to ↵truebrain
see. NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
2009-01-04(svn r14828) -Codechange: move most of save/load-specific code to separate filessmatz