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path: root/src/saveload/saveload_internal.h
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2013-07-21(svn r25620) -Fix (r25342): Save/load of story books were brokenzuu
2013-05-19(svn r25258) -Codechange: save linkgraph (fonsinchen)rubidium
2011-12-03(svn r23411) -Add: Company infrastructure counts for rail.michi_cc
2011-11-21(svn r23290) -Fix [FS#2379,FS#3569]: Change the centre of train vehicles to ↵michi_cc
depend on the vehicle length instead of being fixed at 4/8th of the original vehicle length to make sure shortened vehicles don't block tiles they shouldn't block.
2010-01-15(svn r18809) -Codechange/Cleanup: remove unneeded headers from some files, ↵rubidium
if a header require a header make it include that header
2009-12-04(svn r18404) -Codechange: link drive through stops better togetherrubidium
-Feature: make penalty for road stop occupancy user configurable -Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty -Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it -Change: improve the throughput of the drive through road stops by letting them stop closer together
2009-11-30(svn r18351) -Fix [FS#3333]: endianness issue with saving the zoom levelrubidium
2009-08-21(svn r17248) -Fix: add GPL license notice where appropriaterubidium
2009-07-22(svn r16909) -Fix [FS#2996]: NewGRF stations would be triggering assertions ↵rubidium
all over the place when using the more advanced station types. -Change: make (rail) waypoints sub classes of 'base stations', make buoys waypoints and unify code between them where possible.
2009-07-16(svn r16855) -Codechange: remove unused 'conversion' stuff from the waypoint ↵rubidium
struct and make it more similar to Station.
2009-03-21(svn r15799) -Codechange: Save rail type label list to savegame and perform ↵peter1138
mapping on load if necessary.
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
2009-01-23(svn r15216) -Feature: native support for Transport Tycoon (Original) ↵smatz
savegames. Based on SVXConverter's source code and documentation by Roman Vetter
2009-01-20(svn r15166) -Codechange: reduce number of includes in afterload.cppsmatz
2009-01-04(svn r14828) -Codechange: move most of save/load-specific code to separate filessmatz