Age | Commit message (Collapse) | Author |
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games because it can be read by NewGRFs on game load and thus if it changes cause desyncs
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too big
-Codechange: replace some magic numbers related to palette animation with constants
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saving, only via the config file/in game console though
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-Fix (r7326): Powernaut Helicopter got wrong 'load amount'.
-Fix (r2639): Call the Evil by its name.
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comment
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company settings where done
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settings in the scenario editor. Also re-enable changing some difficulty settings (e.g. max loan) in the scenario editor.
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which were sometimes missing and sometimes just typos
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not in-game) console if show_date_in_console is set. For dedicated server binaries the default is 'on', for the rest it is 'off'.
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icc >= 11.0
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table/clear_land.h and change some names
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building (in the future buying) vehicles.
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CargoSpec::current_payment.
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to EngineInfo.
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relatives
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windows.
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table/pricebase.h.
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road vehicles; only ROAD isn't always enough. Also unify the way of writing it.
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codes and group them logically
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drawing stations
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instead of searching them everytime payment is made
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of the Airport class.
-Change: rename station.always_small_airport to station.never_expire_airports to make it more future-proof
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for months. All attempts to do another workaround failed.
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company-based settings, so in a multiplayer game everyone can change them.
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with calls to CmdChangeCompanySetting
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settings: the default set in the main menu / config file is now really the default for a new company, and changing the value in game will no longer change the default for new companies.
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SoundFX, which was used as a byte and uint16 at different places, when the uint16 sound ID is meant.
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CompanySettings struct
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(hopefully) automatically be updated to support new pragmas
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with user override.
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this ID' from 'some' strings and replace the string name with something more sensible.
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file from 'the other' computer otherwise it won't do what you expect it to do, like automatically setting svn:eol-style and svn:keywords.
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