Age | Commit message (Collapse) | Author | |
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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 | |
2019-02-02 | Codechange: Convert saveload numbers to enum values. | Peter Nelson | |
(This was mostly achieved with a few in-place regexes) | |||
2019-02-02 | Codechange: Make saveload version upper bound exclusive, i.e. version object ↵ | Peter Nelson | |
was removed instead of version object last appeared. | |||
2019-01-31 | Feature: Group liveries, and livery window usability enhancements. (#7108) | PeterN | |
* Change: Replace checkbox in livery selection window with Default option in drop down selection. This reduces clutter in the UI and allows for primary/secondary colours to independently follow the default scheme if desired. * Feature: Add vehicle group liveries. | |||
2019-01-30 | Codechange: Remove value mangling and field misuse in SLE_WRITEBYTE. | Peter Nelson | |
The original translation functionality hasn't been used since 2007. | |||
2019-01-24 | Change: Make ships stop and change direction slowly instead of instantly ↵ | Peter Nelson | |
turning. | |||
2019-01-19 | Change: Add path cache for ships. | Peter Nelson | |
2019-01-19 | Change: Add ability to save/load std::deque<> containers. | Peter Nelson | |
2018-11-03 | Add: NewGRF support for 16-in-16-out industries | Niels Martin Hansen | |
2018-11-03 | Add: Industries can produce and accept up to 16 different cargoes | Niels Martin Hansen | |
2018-10-31 | Fix: Remove various dead or unnecessary assignments | Charles Pigott | |
2018-10-31 | Doc: Lots and lots of doxymentation fixes | Charles Pigott | |
2018-09-02 | Feature: [NewGRF] Increase size of persistent storage to 256. | Michael Lutz | |
2018-07-26 | Change: Extend rail types to 64 (6 bit storage) | Peter Nelson | |
2018-07-26 | Change: Move rail type bits from m3 to m8. | Peter Nelson | |
2018-07-26 | Change: Extend map array by 2 bytes with a uint16. | Peter Nelson | |
2018-06-27 | Codechange: lengthof is not defined for runtime-length strings, use sizeof ↵ | Charles Pigott | |
instead | |||
2018-06-27 | Codechange: Silence -Wclass-memaccess warnings with GCC8 | Charles Pigott | |
2018-06-26 | Change: Increase cargo type limit to 64. | PeterN | |
2018-05-22 | Change: Remove direction parameter from Vehicle::UpdateDeltaXY. (#6792) | PeterN | |
The value is either unused or always the same as this->direction. | |||
2018-05-21 | Change: Add CargoTypes type for cargo masks. (#6790) | PeterN | |
2018-05-19 | Change: Available railtypes is always calculated on load, so no need to load ↵ | PeterN | |
value for old savegames (#6782) | |||
2018-05-02 | Change: Switch town growth rate and counter to actual game ticks (#6763) | Pavel Stupnikov | |
2018-04-30 | Fix b4b98e5165: Use FALLTHROUGH attribute with correct indentation. | J0an Josep | |
2018-04-15 | Codechange: Use a SmallVec for the animated tile list instead of replicating ↵ | Michael Lutz | |
most of the logic. | |||
2018-03-14 | (svn r27990) -Update: Docs | frosch | |
2018-03-11 | (svn r27978) -Fix [FS#6673] (r18541): Store the map variety setting in the ↵ | frosch | |
samegame like the other mapgen settings, so restarting maps considers it. (Samu) | |||
2017-10-25 | (svn r27929) -Cleanup: Remove unused Industry::random_triggers | frosch | |
2017-08-13 | (svn r27893) -Codechange: Use fallthrough attribute. (LordAro) | frosch | |
2017-03-24 | (svn r27822) -Feature: Vehicle Group Info: Add profits and occupancy display ↵ | peter1138 | |
to group vehicle list (mtm, JGR) | |||
2017-03-13 | (svn r27793) -Fix [FS#6450]: Use of uninitialised variable cause lzo to ↵ | peter1138 | |
fail. Add check for error status. | |||
2017-03-11 | (svn r27778) -Change [FS#6442-ish]: Convenience savegame bump to distinguish ↵ | frosch | |
1.7 savegames from 1.6 savegames. | |||
2017-03-07 | (svn r27772) -Fix [FS#5819]: If the intro game had a savegame version which ↵ | frosch | |
contains a NewGRF configuration, then townname NewGRFs would not be activated in the game options. |