Age | Commit message (Collapse) | Author |
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savegame size by 10 to 30% with slightly more CPU usage. With maximum settings it reduces savegame size by 20 to 30%, but that takes 7 to 14 times longer. Map saving + downloading takes, on average, 5% less.
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savegame. (planetmaker)
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doubly penalised when distributing cargo. Now the penalty is completely removed and the granularity/precision of the distribution in increased by using fractional cargo. This should make competing stations less "all-or-nothing".
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map generation window (based on patch by CommanderZ).
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savegames; don't crash on saveload related NOT_REACHEDs, just show the user an error that the savegame is corrupted
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depots, stations and vehicles (Krille)
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(Eddi|zuHause)
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some headers
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industries to m7 (same as airports and stations)
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and unify the relation objects have to towns
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(SirkoZ)
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to be declared in advance
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missed :)
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VARDEF and put them in a more logical location
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useless zeros
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savegame (including intro game) one tried to save a game (including autosave) and that failed (very) early on because it couldn't open the file for writing all pointers would be converted to NULLs which then causes corrupted game states
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and waypoints are named
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saved games
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unify the formatting
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airports if a newgrf can't be found
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0% to 10%, default is 7%.
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certain the savegame wouldn't have been saved with them, i.e. don't load the 'new game' NewGRFs for TTO savegames.
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savegame on an error during saving; the savegame is still valid
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crashes
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tile animation frame
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files and potentially overwrite memory.
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if a header require a header make it include that header
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#define with static const uint and add some documentation.
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the zlib compression
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for savegames; it's utterly useless to make a snapshot in memory and then throw that away without doing anything with it.
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using MSVC update openttd-useful, otherwise make sure you've got liblzo2 and it's development files installed.
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wait counter; sometimes they might get into eachother's way
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