Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-05-11 | Change: Limit memory allocations for each Squirrel instance | Niels Martin Hansen | |
This can avoid out-of-memory situations due to single scripts using up the entire address space. Instead, scripts that go above the maximum are killed. The maximum is default 1 GB per script, but can be configured by a setting. | |||
2019-05-10 | Fix #7577: Check if linkgraph station index is valid before dereferencing. ↵ | PeterN | |
(#7583) | |||
2019-05-01 | Feature: Add NotRoadTypes (NRT) | peter1138 | |
2019-04-29 | Fix 5db883f: Railtype bits were moved too late, leading to rails under ↵ | Charles Pigott | |
bridges losing their type | |||
2019-04-29 | Fix #6507: Don't try to load invalid depots from older savegames | Charles Pigott | |
2019-04-29 | Cleanup: Delete GetSavegameType function since it's been commented out since ↵ | Charles Pigott | |
2005 | |||
2019-04-29 | Fix: Crash when attempting to load old save game with GRFs set | Charles Pigott | |
GroupStatistics pool was not initialised before trying to delete vehicles (specifically, trams with no tram track) | |||
2019-04-29 | Codechange: Remove PauseModeByte | Charles Pigott | |
2019-04-29 | Codechange: Remove Company/OwnerByte types | Charles Pigott | |
2019-04-29 | Codechange: Remove RailTypeByte type | Charles Pigott | |
2019-04-29 | Codechange: Remove TownLayoutByte type | Charles Pigott | |
2019-04-29 | Codechange: Set ZoomLevel's base type to byte instead of using ZoomLevelByte | Charles Pigott | |
2019-04-15 | Codechange: Replace SmallStackSafeStackAlloc with std::array. | Michael Lutz | |
The only port that ever used it to make heap allocations instead of stack ones was the NDS port, which got thrown out some time ago. | |||
2019-04-13 | Cleanup: Fix alignment after NULL -> nullptr change. | peter1138 | |
2019-04-10 | Codechange: Use null pointer literal instead of the NULL macro | Henry Wilson | |
2019-04-09 | Remove: AutoFreeSmallVector. | Michael Lutz | |
The last use was for storing a list of memory blocks. As the way these lists are accessed is very specific, it is easier to just write an explicit destructor instead of trying to exactly match the behaviour. | |||
2019-04-09 | Codechange: If something is a vector of strings, use a vector of strings ↵ | Michael Lutz | |
instead of an AutoFreeSmallVector. | |||
2019-04-09 | Codechange: Use std::vector instead of AutoDeleteSmallVector in GS text ↵ | Michael Lutz | |
handling. | |||
2019-04-06 | Codechange: Use atomic variables for thread synchronization where useful. | Michael Lutz | |
2019-04-06 | Codechange: Replace custom thread code with C++11 thread objects. | Michael Lutz | |
We assume a conforming C++11 compiler environment that has a valid <thread>-header. Failure to run a real thread is handled gracefully. | |||
2019-03-28 | Fix: MSVC warnings (#7423) | glx22 | |
2019-03-26 | Cleanup: Remove unused size template parameters from SmallMap and ↵ | Henry Wilson | |
Auto[Free|Delete]SmallVector | |||
2019-03-26 | Codechange: Removed SmallVector completely | Henry Wilson | |
2019-03-26 | Codechange: Replaced SmallVector::[Begin|End]() with std alternatives | Henry Wilson | |
2019-03-26 | Codechange: Replaced SmallVector::Append() with ↵ | Henry Wilson | |
std::vector::[push|emplace]_back() | |||
2019-03-26 | Codechange: Replaced SmallVector::Reset() with std::vector::clear() + ↵ | Henry Wilson | |
shrink_to_fit() | |||
2019-03-26 | Codechange: Replace SmallVector::Length() with std::vector::size() | Henry Wilson | |
2019-03-26 | Codechange: Replace SmallVector::Clear() with std::vector::clear() | Henry Wilson | |
2019-03-24 | Change: Bump savegame version for tree tile water class conversion. | Peter Nelson | |
2019-03-24 | Fix #7400: Water class for tree tiles was not converted for old saves ↵ | Peter Nelson | |
preventing industry creation. As the information is always available from the tree ground type, unconditionally update the map array for tree tiles. | |||
2019-03-24 | Codechange: Use override specifer for overriding member declarations | Henry Wilson | |
This is a C++11 feature that allows the compiler to check that a virtual member declaration overrides a base-class member with the same signature. Also src/blitter/32bpp_anim_sse4.hpp +38 is no longer erroneously marked as virtual despite being a template. | |||
2019-03-16 | Remove: OPF | Charles Pigott | |
2019-03-11 | Codechange: liblzma is called liblzma, how ever strange that might be | Patric Stout | |
It is the only library we use that calls itself with 'lib' in the name. This might be confusing, but with the arrival of cmake a lot of these things are automated. And detection will find 'liblzma', not 'lzma', like with 'lzo', 'zlib', .. | |||
2019-03-09 | Codechange: Make a merged k-d tree index of all viewport signs | Niels Martin Hansen | |
2019-03-09 | Codechange: Make a k-d tree index of stations | Niels Martin Hansen | |
2019-03-09 | Codechange: Make a k-d tree index of towns | Niels Martin Hansen | |
2019-03-09 | Feature: Non-rectangular sparse station catchment area. | Peter Nelson | |
2019-03-08 | Add: Road vehicle path cache. (#7261) | PeterN | |
2019-03-08 | Feature: Industries with neutral stations (e.g. Oil Rig) only supply/accept ↵ | PeterN | |
cargo to/from their neutral station. (#7234) This change is a controlled by a game setting, located under Environment -> Industries which allows toggling the behaviour. It defaults to enabled. "Company stations can serve industries with attached neutral stations" When enabled, industries with attached neutral station (such as Oil Rigs) may also be served by company-owned stations built nearby. This is the traditional behaviour. When disabled, these industries may only be served by their neutral station. Any nearby company-owned stations won't be able to serve them, nor will the neutral station serve anything else other than the industry. | |||
2019-03-08 | Change: Add configurable curve penalty for ships. | Peter Nelson | |
2019-03-04 | Add: Option for population-linear town cargo generation | Niels Martin Hansen | |
Introduce a new default algorithm for town cargo generation (passengers and mail), and a game setting to choose between the new and original algorithm. The original town cargo generation algorithm has the property of the generated amount relating to the square of each building's population, meaning large towns easily produce more cargo than can realistically be transported. The problem is excessive cargo is amplified if playing with cargodist. The new algorithm introduced instead has a linear relation to the population. The result is that smaller towns will produce slightly more cargo, while the largest towns will produce about a fourth of what they would with the original algorithm. Existing savegames will use the original algorithm, while new games will default to the new algorithm. | |||
2019-03-03 | Change: Heading for 1.10 now (#7319) | frosch | |
2019-02-13 | Change: Use SlErrorCorrupt() on pool index error when loading a savegame, ↵ | PeterN | |
instead of terminating. (#7219) | |||
2019-02-08 | Codechange: Make the style of MakeVoid calls uniform (#7192) | Gabda | |
2019-02-04 | Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. | Peter Nelson | |
This requires a saveload bump to change the bitpacking on loading older saves. | |||
2019-02-04 | Change: Make ships stop in locks to move up/down instead of following the slope. | Peter Nelson | |
2019-02-04 | Fix #7119: When rotating a ship, apply an additional offset to avoid ↵ | Peter Nelson | |
movement glitch. | |||
2019-02-03 | Codechange: Separate gamelog revision length from network revision length | Niels Martin Hansen | |
2019-02-02 | Codechange: Change from numeric to descriptive SLV enum labels for last entries. | Peter Nelson | |
2019-02-02 | Codechange: Additional type safety for saveload version variables. | Peter Nelson | |