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2019-05-11Change: Limit memory allocations for each Squirrel instanceNiels 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.
2019-05-10Fix #7577: Check if linkgraph station index is valid before dereferencing. ↵PeterN
(#7583)
2019-05-01Feature: Add NotRoadTypes (NRT)peter1138
2019-04-29Fix 5db883f: Railtype bits were moved too late, leading to rails under ↵Charles Pigott
bridges losing their type
2019-04-29Fix #6507: Don't try to load invalid depots from older savegamesCharles Pigott
2019-04-29Cleanup: Delete GetSavegameType function since it's been commented out since ↵Charles Pigott
2005
2019-04-29Fix: Crash when attempting to load old save game with GRFs setCharles Pigott
GroupStatistics pool was not initialised before trying to delete vehicles (specifically, trams with no tram track)
2019-04-29Codechange: Remove PauseModeByteCharles Pigott
2019-04-29Codechange: Remove Company/OwnerByte typesCharles Pigott
2019-04-29Codechange: Remove RailTypeByte typeCharles Pigott
2019-04-29Codechange: Remove TownLayoutByte typeCharles Pigott
2019-04-29Codechange: Set ZoomLevel's base type to byte instead of using ZoomLevelByteCharles Pigott
2019-04-15Codechange: 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.
2019-04-13Cleanup: Fix alignment after NULL -> nullptr change.peter1138
2019-04-10Codechange: Use null pointer literal instead of the NULL macroHenry Wilson
2019-04-09Remove: 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.
2019-04-09Codechange: If something is a vector of strings, use a vector of strings ↵Michael Lutz
instead of an AutoFreeSmallVector.
2019-04-09Codechange: Use std::vector instead of AutoDeleteSmallVector in GS text ↵Michael Lutz
handling.
2019-04-06Codechange: Use atomic variables for thread synchronization where useful.Michael Lutz
2019-04-06Codechange: 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.
2019-03-28Fix: MSVC warnings (#7423)glx22
2019-03-26Cleanup: Remove unused size template parameters from SmallMap and ↵Henry Wilson
Auto[Free|Delete]SmallVector
2019-03-26Codechange: Removed SmallVector completelyHenry Wilson
2019-03-26Codechange: Replaced SmallVector::[Begin|End]() with std alternativesHenry Wilson
2019-03-26Codechange: Replaced SmallVector::Append() with ↵Henry Wilson
std::vector::[push|emplace]_back()
2019-03-26Codechange: Replaced SmallVector::Reset() with std::vector::clear() + ↵Henry Wilson
shrink_to_fit()
2019-03-26Codechange: Replace SmallVector::Length() with std::vector::size()Henry Wilson
2019-03-26Codechange: Replace SmallVector::Clear() with std::vector::clear()Henry Wilson
2019-03-24Change: Bump savegame version for tree tile water class conversion.Peter Nelson
2019-03-24Fix #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.
2019-03-24Codechange: Use override specifer for overriding member declarationsHenry 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.
2019-03-16Remove: OPFCharles Pigott
2019-03-11Codechange: liblzma is called liblzma, how ever strange that might bePatric 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', ..
2019-03-09Codechange: Make a merged k-d tree index of all viewport signsNiels Martin Hansen
2019-03-09Codechange: Make a k-d tree index of stationsNiels Martin Hansen
2019-03-09Codechange: Make a k-d tree index of townsNiels Martin Hansen
2019-03-09Feature: Non-rectangular sparse station catchment area.Peter Nelson
2019-03-08Add: Road vehicle path cache. (#7261)PeterN
2019-03-08Feature: 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.
2019-03-08Change: Add configurable curve penalty for ships.Peter Nelson
2019-03-04Add: Option for population-linear town cargo generationNiels 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.
2019-03-03Change: Heading for 1.10 now (#7319)frosch
2019-02-13Change: Use SlErrorCorrupt() on pool index error when loading a savegame, ↵PeterN
instead of terminating. (#7219)
2019-02-08Codechange: Make the style of MakeVoid calls uniform (#7192)Gabda
2019-02-04Fix #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.
2019-02-04Change: Make ships stop in locks to move up/down instead of following the slope.Peter Nelson
2019-02-04Fix #7119: When rotating a ship, apply an additional offset to avoid ↵Peter Nelson
movement glitch.
2019-02-03Codechange: Separate gamelog revision length from network revision lengthNiels Martin Hansen
2019-02-02Codechange: Change from numeric to descriptive SLV enum labels for last entries.Peter Nelson
2019-02-02Codechange: Additional type safety for saveload version variables.Peter Nelson