Age | Commit message (Collapse) | Author |
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Without hills, not all industries can be generated, which means
that with a default configuration you get errors. This is far from
optimal, of course.
This now forces that there is at least some hills, even when you
are using very-flat. This is a stopgap solution, but a proper
solution requires a full rewrite of the terrain generator, which
is not a 2 minute (or even 2 week) job.
To make sure flat is still flat-ish, reduce the default
snow-line-height to 10, making it look a lot better on smaller maps.
This is a compromise between being able to have flat maps and
still having all industries on arctic.
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calculation
This means that for rail tunnel/bridges, the rail is first sold,
and the tunnel/bridge is destroyed after. This means destroying
tunnels/ bridges now often makes you money, instead of costing.
Similar, with road/tram tracks. Destroying a road+tram
tunnel/bridge now costs the same amount of money as first
removing the tram tracks and than destroying the road
tunnel/bridge. Especially as tram tracks generate money when
removing, this is a noticeable difference.
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It only considered the end-tile (or start-tile) for the bridge,
instead of both. This is obvious in the rest of the code which
constantly does "+ 2"; this being the only place that does a "+ 1".
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Despite what it looked like, you could never really change the
ending-year (it was always reset to 2050 on start-up). See commit
683b65ee1 for details. As a side-effect, the variable that was
suppose to store the ending-year was just zero, never containing
a real ending-year.
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year zero
Using zero as "never" value can have its drawbacks ;)
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MAX_YEAR is set to 5000000, but having an ending-year set to the
same meant you could bypass this, and play till the uint32 wrapped.
The game can either show highscore or wrap year, not both. When
you would do both, every year you get the highscore dialog.
By changing the maximum value of ending-year to 4999999 we prevent
this issue.
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Before this fix, any failing clone order was silently ignored
and you as user would never know till you checked the order list.
Evil.
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spanish (mexican): 5 changes by absay
korean: 5 changes by telk5093
finnish: 5 changes by hpiirai
latvian: 14 changes by lexuslatvia
spanish: 23 changes by SeveralCircles, 10 changes by Luis45ccs
polish: 5 changes by yazalo
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drag&drop (#8511)
The selected group was not reset when drag&drop was aborted. When
after that vehicle drag&drop was successful, group drag&drop code
was still executed, causing weird behaviour or even crashes.
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construction (#8274)
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Even if you are completely broke, generating money should always
be allowed.
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(#8507)
When a multi-tile house is rebuild, it always used the most northern
tile to build the new house. This can very easily lead to houses
wandering off in the north-ish direction (either NW or NE).
To prevent this, pick the tile closest to town center when rebuilding
on a multi-tile house. This still means a house can be build away
from a road, but it is no longer wandering around finding another
town to call home.
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Just in case you want to move it SLIGHTLY to the right.
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Having 4 rails is a pretty common design, and towns now couldn't
bridge out of this common design.
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polish: 7 changes by yazalo
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This is a much better location for this button, as you send
money from one company to another company, not from player
to player.
This is based on work done by JGRPP in:
https://github.com/JGRennison/OpenTTD-patches/commit/f82054339124cc6b89c5f4f9dac2d9da62f0108b
and surrounding commits, which took the work from estys:
https://www.tt-forums.net/viewtopic.php?p=1183311#p1183311
We did modify it to fix several bugs and clean up the code while
here anyway.
The callback was removed, as it meant a modified client could
prevent anyone from seeing money was transfered. The message
is now generated in the command itself, making that impossible.
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Company window
Currently password-lock icon + button was the same size, but this
looks really weird. Now they are in sync, even with other fonts
and languages.
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Code acted as if WWT_TEXT starts a scope; it does not.
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Otherwise it can take a few OnPaint() calls before all planes are
set correctly when switching companies.
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When a vehicle is cleaned up, all news that points to the news is
also removed. This was a bit evil, as it would also remove any
news related to crashed, acting like the crash never happened.
This left players a bit in the dark what was going on exactly.
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persian: 24 changes by alisaffari97
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Based on patch by JGR.
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The OldAI was removed in 2009. Pretty sure we can remove this flag
now too.
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wrong height
Only the rotated intercontinental airport, don't get excited
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candidate as using only the hash generates false positives
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a mutable type in render methods
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sprites less often
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The fix for #8067 solves the real issue, making this workaround unneeded.
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This replicates the behaviour on e.g. Windows, which saves the original window size.
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spanish (mexican): 14 changes by absay
finnish: 32 changes by hpiirai
polish: 2 changes by yazalo
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introduction date.
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comment for new code.
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instead simply initialise the buffer on allocation.
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anymore.
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drawing code and moving the window/event handling to a different file.
This is just a code move/rename, not a functionality change.
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This means that if you start OpenTTD with "-c" to indicate another
location to store files, it can still read the content you already
downloaded from your PERSONAL_DIR. This folder is, however,
read-only.
This is useful for situations where you downloaded OpenGFX via
the content-service, but want to run the regression or want to
run with a clean configuration. With this change, you no longer
need to download OpenGFX again.
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CoreText for proper text layout.
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This allows "small_font = ./myfont.ttf", with "myfont.ttf" located
in "~/.openttd".
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