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path: root/src/saveload/saveload.cpp
AgeCommit message (Collapse)Author
2009-02-09(svn r15428) -Codechange: consistently use colour instead of having both ↵rubidium
color and colour.
2009-02-08(svn r15410) -Cleanup: get rid of most of the references to the 'patches' ↵rubidium
except where it's used for backward compatability.
2009-02-08(svn r15407) -Codechange: When loading a save game with an invalid pool ↵peter1138
index, report the problem (invalid index) rather than an impossible symptom (too many items), and report it in game instead of causing a crash.
2009-02-04(svn r15340) -Fix [FS#2121]: changing town road layout in-game caused ugly ↵smatz
road networks -Fix: use a flag instead of TL_NO_ROADS to forbid towns to build roads. The flag is ignored during world generation, so there won't be 'ghost' towns anymore -Feature: town layout is now stored per town, so it is possible to (manually) set different layout for each town
2009-01-31(svn r15299) -Cleanup: remove many redundant includessmatz
2009-01-28(svn r15290) -Codechange: Isolate size and section of the UnMovable HQ ↵belugas
object, in order to keep the Unmovable type free of any irrelevant data
2009-01-27(svn r15287) -Cleanup: some code style, remove erroneous comment.rubidium
-Document: the fact that zlib reads uninitialised data (valgrind notices this) and that it won't be fixed in zlib and that we can't do anything about it except ignoring it.
2009-01-21(svn r15190) -Feature: Allow terraforming of the tiles at the edges of the map.Yexo
2009-01-20(svn r15158) -Cleanup: remove some unused/unneeded cruft from the thread ↵rubidium
generalisation.
2009-01-19(svn r15148) -Cleanup: Remove the options "competitor start time" and ↵Yexo
"competitor intelligence" from the difficulty options because they already were unused.
2009-01-13(svn r15075) -Fix: store _next_competitor_start as uint32, else it might ↵truebrain
overflow for values > 2.4 years
2009-01-13(svn r15045) -Add [NoAI API CHANGE]: in info.nut you can now have (optional) ↵truebrain
a CanLoadFromVersion(version), which should return true/false, to indicate if you can load a savegame made with your AI of version 'version' -Add [NoAI API CHANGE]: in main.nut the Load() function now should be Load(version, data), where 'version' is the version of your AI which made the savegame -Codechange [NoAI]: various of function renames to make things more sane -Add [NoAI]: push the 'version' of the AI through various of layers -Codechange [NoAI]: various of code cleanups -Add [NoAI]: store the version of the AI in the savegame too
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
2009-01-10(svn r14949) -Cleanup: pointer coding stylerubidium
2009-01-08(svn r14919) -Feature: distant joining of stations (Frostregen and PhilSophus)rubidium
2009-01-04(svn r14828) -Codechange: move most of save/load-specific code to separate filessmatz