Age | Commit message (Collapse) | Author |
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settings (monoid)
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(some) files instead of the default one
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intro game for the first time
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instead of showing the "savegame corrupted" message
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cases like creating a new scenario.
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depottests. (adf88)
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vehicles when converting savegames.
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were swapped
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as no real order influencing path finding is added
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finished before starting a new one. Otherwise you could start a save, which would be marked as done by the previous save stopping and then yet another save could be started... and that could create a deadlock
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pointer might not be converted or be NULL at that point
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orderlist
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the game
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to an invalid savegame, use SlErrorCorrupt instead
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requesting the map
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reconnecting while the server is still saving the savegame
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maximum train length to the length of the longest train
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"front engine" conversion was done for road vehicles, so road vehicles didn't have orders anymore
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the pool and crash
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non primary vehicles (wagons and such) could have unitnumbers or even orders. However, these orders would not be updated when a station is removed. As such some savegames have wagons with current orders to invalid stations which triggers trouble in the load conversion. So, trash any orders/unitnumbers a non-primary vehicle has.
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copying, sharing, unsharing or deleting all orders.
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CargoPacket before actually trying to do so
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new pool items while loading old savegames
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difficulty.industry_density.
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deal with no longer existing Engine items after resetting the pool.
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reconstruction.
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replacment for the old 'none' setting in the newgame window.
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tiles in the depot
-Fix [FS#4461]: don't count the number of vehicles but the length of vehicles to (configurably) limit train length
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crashed in a tunnel entry, or with vehicles reversing there
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are cleared afterwards during savegame conversion
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a tunnel upon savegame load (SmatZ)
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