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2020-05-21Codechange: Store base set related texts in std::strings.Michael Lutz
2020-02-07Fix #7525: Move autorenew setting to Basic categoryNiels Martin Hansen
2020-01-29Add: [NewGRF] Station variable 6A, querying GRFID of nearby station tiles ↵kiwitreekor
(#7956)
2020-01-04Feature: Show the name of the NewGRF in the build vehicle window.stormcone
2019-12-28Feature: Configurable game ending yearNiels Martin Hansen
Functionally reverts 683b65ee1
2019-12-23Fix: Snowline height interval is now 1, in both World Generation and ↵Samu
Settings windows - Previously, it was 1 in World Gen window, but 5 in Settings window
2019-12-21Fix: Custom sea level default value is now equal to minimum value, not lowerSamu
Custom sea level default value was lower than the minimum
2019-11-10Cleanup: Removed SVN headersS. D. Cloudt
2019-10-25Fix: Solved helicopter takeoff issue with international airportsJack McKiernan
Helicopters can now take off from just outside the hangars.
2019-10-25Codechange: Replaced 255's with an enum entry TERMGROUPJack McKiernan
2019-10-25Codechange: Replaced 0's in heading field with TO_ALLJack McKiernan
2019-10-25Fix #6219: Allow taking off from hangar in commuter airportJack McKiernan
Previously, a helicopter in the hangar of a commuter airport would have to wait until HELIPAD2 was free before it could takeoff. Now, a helicopter in the hangar can takeoff from just outside the hangar.
2019-10-19Fix: add savegame version to trading age settingJack Baron
2019-10-19Feature: Configure minimum share trading yearsJack Baron
2019-10-19Codechange: Use std::vector for industry tile layoutsNiels Martin Hansen
2019-09-29Fix: Some typos found using codespellJMcKiern
2019-05-14Codechange: Refactor the Freetype font cache into a generic part that does ↵Michael Lutz
not depend on Freetype and into one that does. This makes it easier to add other TrueType font rendering engines.
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.
2019-05-11Fix #7463: Promote scroll mode setting to basic category.Michael Lutz
2019-05-09Fix #7565: Incorrect cursor used for placing road/tram tunnels.peter1138
2019-05-05Change: Set default setting in server browser of "Advertised" to "Yes". (#7568)Corns McGowan
2019-05-01Feature: Add NotRoadTypes (NRT)peter1138
2019-04-29Codechange: Set size of SettingGuiFlag & SettingDescType enums, and use them ↵Charles Pigott
properly
2019-04-29Codechange: Remove Direction*Byte typesCharles Pigott
2019-04-29Codechange: Remove RailTypeByte typeCharles Pigott
2019-04-15Fix: Typos. (#7517)stormcone
2019-04-11Codechange: NULL -> nullptr in settings files.peter1138
2019-04-10Codechange: Use null pointer literal instead of the NULL macroHenry Wilson
2019-04-08Fix #6222: Advanced sprite layout sometimes showed incorrect railtype ground ↵kiwitreekor
tile
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.
2019-03-20Fix #7390: Extra line removed by mistake caused server_password to disappear ↵peter1138
from settings.
2019-03-20Remove: ENABLE_NETWORK switchPatric Stout
This switch has been a pain for years. Often disabling broke compilation, as no developer compiles OpenTTD without, neither do any of our official binaries. Additionaly, it has grown so hugely in our codebase, that it clearly shows that the current solution was a poor one. 350+ instances of "#ifdef ENABLE_NETWORK" were in the code, of which only ~30 in the networking code itself. The rest were all around the code to do the right thing, from GUI to NewGRF. A more proper solution would be to stub all the functions, and make sure the rest of the code can simply assume network is available. This was also partially done, and most variables were correct if networking was disabled. Despite that, often the #ifdefs were still used. With the recent removal of DOS, there is also no platform anymore which we support where networking isn't working out-of-the-box. All in all, it is time to remove the ENABLE_NETWORK switch. No replacement is planned, but if you feel we really need this option, we welcome any Pull Request which implements this in a way that doesn't crawl through the code like this diff shows we used to.
2019-03-16Remove: OPFCharles Pigott
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
2019-03-07Fix: spelling for a few real town names (#7338)nikolas
Added special characters to mostly Slovak towns, a few Spanish, and one Turkish.
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.
2019-02-28Change: Decrease minimum permitted value for script_max_opcode_till_suspend ↵SamuXarick
setting (#7243)
2019-02-23Feature: Add option to adjust font size separately from GUI size. (#7003)Greg Carlin
Adds an option in the "Game Options" next to "Interface Size" called "Font Size". Available options are normal, double, and quad.
2019-02-02Codechange: Convert saveload numbers to enum values.Peter Nelson
(This was mostly achieved with a few in-place regexes)
2019-02-02Codechange: Make saveload version upper bound exclusive, i.e. version object ↵Peter Nelson
was removed instead of version object last appeared.
2019-02-01Fix: Set MU flag on some default engines.Peter Nelson
2019-01-31Feature: 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.
2019-01-30Fix: unicode characters in Romanian town names (#7141)nikolas
Many of these town names were using the 'a with ~ above it' character, which should actually by 'a with u above it'. There were other missing accents as well which I've added.
2019-01-24Fix: Remove duplicate French and Slovak town namesNikolas Nyby
I've replaced some of the duplicate real town names with new real town names in the French and Slovak sets. Also, some Slovak town names were missing accents, so I've fixed those.
2019-01-21Add: Houses can accept up to 16 different cargo types via NewGRF.Niels Martin Hansen
New Action0 property 23 for feature 07, variable length, format B n*(B B). Initial byte is number of structures following. First byte in structure is cargo id, second is acceptance level in 1/8 units.
2019-01-19Change: Invalidate ship path caches if pathfinder choice or forbid-90-degree ↵Peter Nelson
turns are changed.
2019-01-12Fix: Remove duplicate town name "Huacho" (#7038)nikolas
Huacho appears twice in the Spanish town names list. This change removes the second one, and replaces it with a new one: Medellin.
2019-01-11Fix: Spelling fixes on some Latin American town namesNikolas Nyby
2019-01-10Add #4115: default company colour setting (#6998)Gabda87
Works only in single player.