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|
0.7.1 (2009-06-09)
------------------------------------------------------------------------
- Fix: When finding duplicate graphics sets favour the more complete one (r16538)
- Fix: [Squirrel] Crash that occured when an AI was halted while one or more generators were still in a 'running' state [FS#2942] (r16534)
- Fix: [Squirrel] Do not copy an object when we just checked that the pointer to it is NULL (r16532)
- Fix: Notify small UFOs on deletion of road vehicles, so they can head for somewhere else instead of stumbling over a ghost (r16525)
- Fix: [NoAI] StationIDs from oilrigs were not considered valid by the API (r16529)
- Fix: Draw PBS reservation as groundsprite resp. childsprite of foundation/bridgehead [FS#2959] (r16528)
- Fix: Missing guards in the NoAI API making it possible to hit an assert in OpenTTD [FS#2963] (r16524)
- Fix: [NoAI] Possible assert in AI debug window when an AI was stopped and a human company took its CompanyID [FS#2962] (r16522)
- Fix: [NoAI] Make sure AIBridge::BuildBridge returns what the documentation says it does (r16520)
0.7.1-RC3 (2009-06-03)
------------------------------------------------------------------------
- Add: [NoAI] AISignList that can be used to get a list of valid signs (r16400)
- Change: [NoAI] Stop an AI when it takes too long to initialize or load [FS#2869] (r16425)
- Fix: Base graphics names must be unique, so do not add duplicates (r16503)
- Fix: [NoAI] When an AI was suspended while in a function called (indirectly) via call/acall/pcall OpenTTD crashed. Fix this by disallowing AIs to be suspended while called via call/acall/pcall [FS#2935] (r16502)
- Fix: [NewGRF] Invalidate NewGRF variable caches of more vehicles in more places. Esp. they were only invalidated for trains (r16480)
- Fix: [NewGRF] Call callbacks after initialisation of vehicle variables (r16479)
- Fix: [NewGRF] Determining most common (sub-)cargo-type was broken due to someone confusing similiary named variables (r16478)
- Fix: Loading indicator when 'unload' in and 'no loading' is off was pointing in the wrong direction [FS#2936] (r16477)
- Fix: Track reservation was drawn at bridge heads in the menu (r16470)
- Fix: [NoAI] Another try/catch related bug (r16454)
- Fix: Road vehicles ending up on the pavement when they are in a drive through station that got removed due to bankruptcy [FS#2909] (r16448)
- Fix: [NoAI] AIRail::GetRailStationDirection returned incorrect information (r16440)
- Fix: Crash when a company is deleted while a dropdown with company names is open (r16430)
- Fix: Do not allow content download via the console when there is no zlib as it is done for the GUI already [FS#2919] (r16420)
- Fix: Some 64bit architectures require size_t to be aligned at 8-byte boundary, ensure it for MemBlock (r16415)
- Fix: [NewGRF] Disable multitile houses with non-zero population on additional tiles as they cause desyncs and because the specs do not allow that either (r16383)
- Fix: [NewGRF] Valid UTF-8 sequences between 0x20 and 0xFF should be allowed as is instead of being treated as control codes (r16374)
- Fix: [NewGRF] Use a valid StringID as fall-back when undefined generic NewGRF strings of vehicles are requested (r16366)
0.7.1-RC2 (2009-05-21)
------------------------------------------------------------------------
- Fix: The previously selected NewGRF station type was still remembered after switching to a different game without newstations enabled, preventing stations from being built (r16363)
- Fix: Pointer incremented with wrong count (r16361)
- Fix: Delete invalid depots in TTD savegames caused by improper SVXConverter conversions (r16357)
- Fix: Invalid read when OTTD savegame contains VEH_INVALID (r16353)
- Fix: Signal handler could end in endless loop (r16351)
- Fix: [NewGRF] When overriding 'original sounds', only allow overriding of the 'original sounds' and not any other that is already loaded (r16339)
- Fix: Desyncs when removing lots of stations/towns (r16329, r16328)
- Fix: Desyncs due to the fact that depot searching with a maximum search depth simply does not work with YAPF's caches [FS#2900] (r16323)
- Fix: Trains could get stuck in a depot when they wanted to go to the same depot again [FS#2873] (r16322)
- Fix: In the scenario editor change the (starting) game year of the scenario, not the (starting) game year for new games/scenarios (r16321)
- Fix: Loading of savegames created in revision between 0.3.5 and 0.3.6 caused crash (r16320)
- Fix: [NoAI] Set the autorenew settings for new AI companies to the default values, not to 0 or the local settings (r16316)
- Fix: [NewGRF] Allow accessing the house age when the house is not yet built (r16314)
- Fix: (Get|Set)TrackBits() is only valid for RAIL_TILE_NORMAL and _SIGNALS (r16311)
- Fix: Parameter is invalid when it is equal to length of an array (r16308)
- Fix: Close all windows before unloading the AI system as closing the content-download window will rescan for AIs [FS#2901] (r16306)
- Fix: ICC (Intel C++ Compiler) defined __GNUC__ but does not define __builtin_bswap32, so fall back to the default swap method for ICC (r16295)
- Fix: Road vehicles were unable to find a depot when turning around (in some cases), causing 'nearest depot' orders to be occasionally lost [FS#2893] (r16291
- Fix: Unable to (re)set the desert state for watery tiles [FS#2888] (r16290)
- Fix: Possible (in theory) desync related to autorenew settings (r16287)
- Fix: Crash after using the 'Reset landscape' function and remove all waypoint signs and buoys after resetting landscape (r16280)
- Fix: [NewGRF] Disable multitile houses for which the NewGRF does not define proper additional tiles (r16274)
0.7.1-RC1 (2009-05-11)
------------------------------------------------------------------------
- Add: [NoAI] AIController::GetVersion, this returns the version of OpenTTD in the same way as for NewGRFs (r16253)
- Add: [NoAI] AIAirport::GetPrice, returning the building cost of an airport (r16252)
- Add: [NoAI] Two new error codes to AITile: ERR_AREA_ALREADY_FLAT and ERR_EXCAVATION_WOULD_DAMAGE (r16171)
- Add: [NoAI] AITile::Get(Min|Max|Corner)Height (r16166)
- Add: [NoAI] Several functions to AIOrder to check the what kind of order an order is [FS#2801] (r16165)
- Add: [NoAI] UseAsRandomAI as function in info.nut. When an AI returns false, it will never be chosen as random AI (r16113)
- Add: [NoAI] AIOF_STOP_IN_DEPOT to the orderflags in AIOrder to allow stop-in-depot orders (r16107)
- Add: [NoAI] GetURL() as possible function to info.nut. If AIs implement it, that url is shown when the AI crashes and also in the AI selection window [FS#2808] (r16093)
- Change: [NoAI] Reverse the order of the lines in the AI debug window [FS#2778] (r16091)
- Change: Harden string copying on places where it is possible (r16024)
- Change: Use recent Czech language for plural form (r15965)
- Fix: Wrong number of parameters or wrong parameter types sent to printf-like functions at several places (r16269)
- Fix: [NewGRF] When callback 2E returns an amount of 0, do not transport 1 unit to the station (r16268)
- Fix: [NoAI] Various documentation omissions with respect to IDs of various objects and corners for AITile::(Raise|Lower)Tile (r16267, r16266)
- Fix: [NoAI] Check slopes passed to the API better for validity (r16264, r16262)
- Fix: [NewGRF] Interpret setting bridge property 08 to 0 as always available (r16263)
- Fix: [NoAI] Enable parameter checking for AIController::* functions again (r16249)
- Fix: [NoAI] Make sure AITunnel::BuildTunnel returns what the documentation says it does (r16244)
- Fix: [NoAI] CmdBuildTunnel could be called with invalid parameters from the API code, causing crashes later [FS#2875] (r16243)
- Fix: Improve corner case order handling: mark order as done only when actually done, obey non-stop orders, do only stop/refit at the depot in the order (r16240, r16228, r16199, r16198, r16187)
- Fix: [NoAI] Use the stop/non-stop intermediate orderflags AIs can give for goto-depot orders (r16239)
- Fix: [NewGRF] ActionB should use the online parameters from GRFFile instead of the initial user-specified values from GRFConfig. Also use the values as they were set when the ActionB was executed, not as they are set when the message is shown (r16223)
- Fix: Possible crashes when quiting OpenTTD or forcing resizes/redraws of the screen during map generation [FS#2862] (r16220)
- Fix: Shared orders without orders were not properly converted causing corrupt/invalid orders when loading pre 0.7 savegames [FS#2878] (r16214)
- Fix: Hardcoded (old sized) MAX_COMPANIES constant (r16182)
- Fix: [Squirrel] The traps variable was not restored, causing try/catch blocks to be 'forgotten' during a suspend (r16181)
- Fix: Do not try to reserve path for trains crashed in station [FS#2866] (r16178)
- Fix: Forbid joining AI companies via the 'move' and 'join' console commands/multiplayer lobby (r16176, r16175)
- Fix: [NoAI] AIOrder::GetOrderDestination and AIOrder::GetOrderFlags did not work on ORDER_CURRENT when the vehicle was loading/leaving in a station (r16165)
- Fix: [NoAI] Change WAYPOINT_INVALID to 0xFFFF from -1 as that is the value the AIs got (due to casting) (r16150)
- Fix: The overflowsafe type did not like dividing by int64 larger than MAX_INT32 causing division by negative numbers and small anomolies when drawing graphs [FS#2855] (r16130)
- Fix: Road was removed when both the Remove button was active and Ctrl was pressed [FS#2582] (r16119)
- Fix: [NoAI] Make sure AIOrder::GetDestination always returns a tile belonging to the station (16109)
- Fix: [NoAI] When giving an aircraft a goto-hangar order do not let it be a normal goto-station order (r16108)
- Fix: [NoAI] AIOrder::SetOrderFlags always removed "Service if needed" from goto-depot orders (r16106)
- Fix: Connect tried to validate too much of the company ID with too little information on hand [FS#2849] (r16096)
- Fix: [NoAI] AIDebug window profiled the blitters by invalidating itself unconditionally on repaint. On the other hand it was not invalidated in other cases when needed (r16094)
- Fix: The language is called Slovak, not Slovakish (r16090)
- Fix: Insanely fast trains would not stop in time for stations/'jump' over waypoints/via stations within a tick, which would cause the order not to be processed causing the train to go in loops until (with luck) it 'hit' the tile [FS#2824] (r16079)
- Fix: Content download progress bar 'resetting' due to mathematical overflow [FS#2845] (r16071)
- Fix: Memory leak when querying a server multiple times (r16064)
- Fix: [NoAI] MOF_COND_DESTINATION was not accepted by CmdModifyOrder() (r16063)
- Fix: Non advanced vehicle list did not handle company switching correctly (r16054)
- Fix: Do not warn that crashed vehicles are getting old; upgrading them is impossible [FS#2740] (r16048)
- Fix: The currency abbreviation for the Romanian Leu is now RON [FS#774] (r16041)
- Fix: Dash was not able to run iconv detection (r16035)
- Fix: [NewGRF] Do not give "... Mines" as name to the station of oil rigs, or more general: do not add "... Mines" when the all of the cargoes are part of the liquid, passenger or mail classes [FS#2785] (r16029)
- Fix: Storing/loading some currencies failed due to inconsistent settings "tables" [FS#2826] (r16028)
- Fix: Usage of uninitialised memory when trying to build a random new industry, but there are no industrytypes to choose from (i.e. all appearance probabilities are zero) (r16027)
- Fix: "Build separate station" in the station picker would reuse deleted stations [FS#2818] (r16025)
- Fix: 32 bpp sprites in tars would also be shown in the list of heightmaps [FS#2817] (r16023)
- Fix: Sometimes the unregister "query" thread could be delayed so much that the network stuff was already closed and the packet would never reach the master server causing the server to appear online longer than necessary (r16022)
- Fix: Chance16() did not work for b = 1. Also transform the formula to not use divisions (r16006)
- Fix: Inconsistency between using NETWORK_NAME_LENGTH and NETWORK_CLIENT_NAME_LENGTH for the length of client names (r15988)
- Fix: [NewGRF] Abort production callback after 0x10000 iterations and show a messagebox blaming the NewGRF [FS#2787] (r15958)
- Fix: [NewGRF] Set callback_param1 (var 10) to 1 only when requested (r15957)
- Fix: Tooltip of detailed ratings window button showed wrong message (r15943)
0.7.0 (2009-04-01)
------------------------------------------------------------------------
- Feature: Watermark crash.sav and do not generate crash information if a loaded crash.sav causes a crash so the real crash report does not get overwritten (r15893)
- Feature: Add autoclean_novehicles setting which will, when autoclean_companies is true, remove any company with no vehicles and no active client after autoclean_novehicles-months (r15848)
- Add: [NoAI] AIIndustryType::IsBuiltOnWater(), HasHeliport() and HasDock(). Just like AIIndustry (r15901)
- Add: [NoAI] AIBridge::GetBridgeID() so AIs can get the type of bridge that are already build (r15875)
- Add: [NoAI] AIRoad::GetRoadVehicleTypeForCargo() to tell whether a certain cargo needs a bus- or a truckstop (r15860)
- Fix: Chat completion got called twice causing tab completion to seemingly fail (r15905)
- Fix: YAPF did not apply the platform length (too long/too short) penalties (r15900)
- Fix: Fixing the slopes was done a bit more often than intended making map generation with the original generator horribly slow (r15895)
- Fix: YAPF used different penalties for aqueducts than for other water tiles (r15891)
- Fix: Round the production rate up, so e.g. oilrigs always produce some passengers on lowest production level [FS#2772] (r15888)
- Fix: Libtimidity cannot handle frees of NULL (in contrast of most other frees) [FS#2770] (r15886)
- Fix: Make sure house class/ID counters do not overflow (r15831)
0.7.0-RC2 (2009-03-23)
------------------------------------------------------------------------
- Change: [NewGRF] Expose GRF ID of engines in var action property 0x25 (r15739)
- Fix: Some (newer) GCCs have trouble compiling the Win32 specific part of fontcache.cpp; jumps across variable declarations [FS#2752] (r15818)
- Fix: When sorting on cost do not sort on the running cost [FS#2749] (r15778)
- Fix: Do not show the message about reporting an AI crash for the dummy AI (r15774)
- Fix: Number of active clients was not always properly updated [FS#2475] (r15773)
- Fix: Settings from the [gameopt] section (from old 0.6 config files) were overwritten with default values (r15771)
- Fix: Infinite loop when skipping sprites when a GRF is invalid (or truncated) (r15767)
- Fix: Crash when opening the content list window twice; inconsistencies when clicking download twice [FS#2744] (r15766)
- Fix: Add Engine::GetDisplayDefaultCapacity() and use it everywhere, so CB 36 is also used everywhere (r15763)
- Fix: [Windows] Inlined UTF-8 characters (in the source code) are not handled properly on Eastern versions of Windows so escape them (r15762)
- Fix: [Windows] On some system searching a font using its English name fails. So now we search the font using the localised name and use the English name for the final 'validation' only (r15757)
- Fix: Number of houses in house variables 0x44, 0x60 and 0x61 were incorrect after 0xFF had been reached and could desync clients joining afterwards (r15755)
- Fix: Crash when clicking the small area between the savegame list and the save button in the save game window [FS#2742] (r15753)
- Fix: Do not try to (un)draw the cursor when the screen is not ready (r15752)
- Fix: The big UFO sometimes landed just outside the map. Instead of landing, just disappear (fly away) in those cases (r15750)
- Fix: Crash because submarines would sometimes start far outside of the map [FS#2739] (r15748)
- Fix: Road ownership getting lost when removing a road stop [FS#2736] (r15747)
- Fix: Update threading code for OS/2, add mutex support, fix compilation (r15746, r15745)
- Fix: When town generator failed to create requested number of towns, there were too many cities (r15744)
0.7.0-RC1 (2009-03-16)
------------------------------------------------------------------------
- Feature: Pop up the AI Debug Window if one of the AIs crashed and show a message that the user should report the crash [FS#2728] (r15708)
- Feature: Allow the number of towns that will be generated in the generate world window to be customized [FS#2672] (r15695)
- Fix: Enabling freeform edges could cause submarines to get stuck on land tiles (r15733)
- Fix: Centering on a vehicle did not respect its z coordinate (r15725)
- Fix: Do not show passenger-/mail-capacity if the aircraft carries only cargo (r15705)
- Fix: Blame NewGRFs returning inconsistent information in purchase-list/after building before users have a chance to blame OpenTTD for incorrectly autorenewing/-replacing [FS#2595] (r15701)
- Fix: Just sell the old engines after autorenew/replace. Do not bother about trains exceeding the trainlimit, which will be sold anyway [FS#2721] (r15692)
- Fix: Do not crash when the generate map does not contain a suitable location for a town [FS#2720] (r15689)
- Fix: Do not crash when someone substitutes the "map generation" sprites with garbage [FS#2720] (r15685)
- Fix: Vehicle images would be determined during the process of moving the vehicle which means that only the (orientation) data for the vehicles in front of it is valid. Now the data for the vehicles behind the vehicle are valid too [FS#2546] (r15677)
- Fix: It was possible to remove rail tunnels/bridges and aqueducts build by rival companies [FS#2718] (r15667)
- Fix: Sorting of engines in the purchase list did not use the same numbers as the GUI showed, e.g. articulated parts were not taken into accound when ordering by capacity [FS#2689] (r15666)
- Fix: Handling of aircraft crash counter did not take account of the reduced number of calls (from 6 down to 2) to the aircraft event handler, resulting in crashed aircraft taking three times longer than they should to clear. Compensate by increasing the counter by 3 on every call instead of 1 (r15665)
- Fix: Growing of vsize as (some) threads were not properly released (r15663)
- Fix: Do not mark a company as having ratings in a town when querying the cost of a command (r15662)
0.7.0-beta2 (2009-03-10)
------------------------------------------------------------------------
- Feature: Allow downloading scenarios and heightmaps via the in game content download (r15632)
- Feature: When cloning a vehicle with a custom name, add and/or increment a number at the end of name and assign it to the new vehicle (r15621)
- Feature: Show scenarios/heightmaps from both your home directory and installation directory (r15615)
- Feature: Allow building road stops on road/tram tracks of competitors (r15601)
- Feature: Show required/already-delivered cargo needed for town-growth in town-view-window and only if it is really needed (r15559)
- Feature: [NewGRF] Support vehicle vars 0x47 and 0xF2 in purchase list (r15542)
- Feature: [NewGRF] Show the cargo subtype in the vehicle details window (r15480)
- Change: The background of the the waypoint sign is now in the company color (r15593)
- Change: Allow the default debug level of 6 for a dedicated server to be overriden by -d (if used after -D) (r15543)
- Change: [NewGRF] To decide whether a vehicle is refittable do not test its current capacity for being zero, but always use the 'capacity property' (r15541)
- Fix: [Squirrel] Almost infinite loop in garbage collection (r15659)
- Fix: Undeterministic file sorting when the date is equal for all files [FS#2716] (r15657)
- Fix: Changing vehicle.dynamic_engines when there are already vehicles can cause crashes (r15656, r15586)
- Fix: Only ever call any vehicle callbacks after the whole articulated engine has been built (except 0x16) (r15654)
- Fix: new (this) is seldom a good idea as destructors of member variables are not run causing memory leaks [FS#2706] (r15652)
- Fix: [OSX] Hack around an OSX stupidity in < 10.4 w.r.t. signals by not having any signal handling support for OSX < 10.4 (r15648)
- Fix: Add an EngineOverrideManager to give the term 'compatible NewGRF' again some sense and to not crash because of trivial changes [FS#2612] (r15645)
- Fix: Closing a network connection twice in the case that sending packets starts failing while disconnecting [FS#2710] (r15644)
- Fix: Game crashes when network pools are empty, so always allocate at least one pool block [FS#2712] (r15641)
- Fix: Do not allow more than 64 road vehicles to reserve a slot at a single road stop. 255 + 1 gives trouble, but 64 is even more than the roadstop would be able to handle within the slot timeout time [FS#2707] (r15635)
- Fix: Kicking/banning a client from the Client list window crashed the server [FS#2705] (r15628)
- Fix: UTF8 string handling could cause buffer overruns [FS#2698] (r15626)
- Fix: When trying to reserve a self-crossing path the failed reservation was sometimes not cleared completely [FS#2701] (r15619)
- Fix: Towns would only build houses where the grid would not be, even when they are not allowed to build roads and the user 'implements' another layout [FS#2661] (r15604)
- Fix: Crash when using an extraordinarily large sprite as cursor [FS#2696] (r15601)
- Fix: Crash when opening viewport while scrolling the map and the mouse 'lands' on the window decoration of the viewport [FS#2695] (r15598)
- Fix: [NewGRF] Refit-info in purchase list did only check the first articulated part (r15592)
- Fix: Change owner of waypoints and deleted stations when merging companies or when a company bankrupts (r15588)
- Fix: Last activity time not properly updated causing downloads to be aborted after a minute [FS#2684] (r15580)
- Fix: Force unload not working when trying to force unload at the station where you received the cargo [FS#2680] (r15574)
- Fix: Theoretical buffer overflow when a company with too long name funded a road reconstruction (r15572)
- Fix: When building signals by dragging from a pre/entry/combo block signal, the signal you started at became a normal block signal [FS#2674] (r15567)
- Fix: Dependency information was not requested after the content state was reset causing the dependencies not always being selected (and thus downloaded) automatically [FS#2675] (r15565)
- Fix: Crash when saving a preset with unknown NewGRFs [FS#2646] (r15561)
- Fix: The font width cache was not updated when changing fonts causing the font spacing to be off when changing fonts in-game (auto font detection) (r15557)
- Fix: -v null crashing in 2051 due to trying to show the high score of the spectator (r15554)
- Fix: [NoAI] crash when setting a depot order to the southern part of a ship depot [FS#2656] (r15551)
- Fix: keep_all_autosave was ignored for dedicated servers/spectators [FS#2651] (r15546)
- Fix: If a buoy was placed directly in front of a dock, that dock was seen as a buoy and thus skipped once within 3 tiles [FS#2653] (r15545)
- Fix: Extracting downloaded content did not work for Windows if one uses a non-ASCII path [FS#2650] (r15544)
- Fix: [NewGRF] When articulated parts have no available default cargo, use the cargo type of the first part for livery selection [FS#2617] (r15541)
- Fix: Testing of 'only_this' in CmdRefitRoadVeh() could be skipped by 'continue' (r15540)
- Fix: [NewGRF] If an aircraft cannot carry any available cargo, it should not be available either instead of falling back to passenger/mail. Just like the other vehicle types also do (r15539)
- Fix: Do not allow special sprite characters (e.g. the ship sprite) as characters in input like filenames or text that is sent over the network (r15537)
- Fix: The local command queue did not get properly cleaned when leaving a game meaning you could end up executing commands of the previous network game [FS#2644] (r15529)
- Fix: Do not try to find the AIs the server runs when joining a multiplayer server (r15525)
- Fix: Use distance to closest station tile as estimate for YAPF too (NPF already does so). This makes it behave 'better' with wide stations [FS#2631] (r15518)
- Fix: [NewGRF] Wagonoverrides and articulated engine parts use the colour scheme of the engine, but not its recolour callback, nor its 2CC flag. Same applies to roadvehicles [FS#2642] (r15517)
- Fix: [NewGRF] Livery overrides for articulated parts of roadvehicles were not applied (r15516)
- Fix: Make the join/spectate command require to be connected to a network game; in SP it could lead to crashes (r15514)
- Fix: Generating a map with the original map generator with freeform edges on resulted in a crash [FS#2641] (r15511)
- Fix: Pre-0.5 OTTD stored new_nonstop and full_load_any in a different way, savegame conversion was not working for them (r15500)
- Fix: Crash when opening the game options when the currently loaded base graphics pack has less than 2 valid graphics files. For example when someone replaces all his/her original base graphics with custom work (but keeps the name) or renames the dos ones to windows or vice versa [FS#2630] (r15476)
0.7.0-beta1 (2009-02-16)
------------------------------------------------------------------------
- Feature: Make it possible to have multiple windows with edit box open simultaniously (r15424)
- Feature: Add ability to select which base graphics set is used from the Game Options window. The change takes effect when the window is closed. This option can only be used from the intro menu, as reloading graphics during a game may cause issues (r15389)
- Feature: Do not draw superfluous catenary wires [FS#1761] (r15347)
- Feature: Add option to group and subtotal expenses list in the company finance window (r15301)
- Feature: Allow moving clients between companies/spectators by the server and the clients themselves (r15242)
- Feature: Native support for Transport Tycoon (Original) savegames (r15216)
- Feature: Allow terraforming of the tiles at the edges of the map (r15190)
- Feature: [NewGRF] Allow a grf to customize house name via callback 0x14D, during Tile Inquiry process (r15172)
- Feature: Downloading content from a central server (content.openttd.org) where authors can upload their NewGRFS/AI etc. This should make joining servers that use only NewGRFs that are distributed via this system easier as the players can download the NewGRFs from within the game. It should also make it easier to see whether there are updates for NewGRFs and make the necessary updates (r15126)
- Feature: Add support for IP range bans using CIDR notation (r15094)
- Feature: An AI framework so people can write their own AIs. This also removes the old cheating and heavily broken AI (r15027)
- Feature: [NewGRF] Support var 0x45 (curvature info) also for road vehicles (r14945)
- Feature: [NewGRF] Automatically set last engine ageing year to the last 'introduction year plus half model life', to allow engines later than 2050 to appear (r14926)
- Feature: Distant joining of stations (r14919)
- Feature: Advanced setting to keep various building tools active, which are usually closed after placing an object (r14902)
- Feature: Remove the window limit, but leave a configurable limit on the number of non-sticky non-vital windows (r14899)
- Feature: Allow road vehicles to move multiple steps in a tick (code based on train movement code) and add support for RV prop 15. This gives RVs a maximum speed of 318mph instead 79mph. This only implements higher speeds, not 'realistic acceleration' (r14869)
- Feature: Automatic reversing in front of block signals can now be disabled by setting pf.wait_oneway_signal respectively pf.wait_twoway_signal to 255 (r14852)
- Feature: Few (optional) optimisations to making (initial) orders; like keeping goto selected [FS#1984] (r14827)
- Feature: Make the road grids of town match, when all are using the same road layout ofcourse [FS#2390] (r14821)
- Feature: Pressing CTRL while dragging to build a bridge builds the last built bridge type if possible [FS#2238] (r14805)
- Feature: Make the date format for default savegame/screenshot names configurable (r14792)
- Feature: Allow scrolling with the left mouse button pressed (if enabled). Primarily useful for systems with touch screen (r14789)
- Feature: Allow up to 15 companies (r14735)
- Feature: Allow up to 255 clients in multiplayer games (r14730)
- Feature: When the chosen language is not supported by the current font, try to find a font that does and use that instead (r14618)
- Feature: [NewGRF] Action0Industries property 24 (industry supplies default name for nearby station) (r14598)
- Feature: Non-destructive autofill with option to keep waiting times [FS#1124] (r14592)
- Feature: Stop-in-depot order; after this order you have to manually start the vehicle again (or sell it) (r14524)
- Feature: Arrow key scrolling in the server list (r14517)
- Feature: Initial support for handling bidirectional scripts and connecting Arabic characters (r14479)
- Feature: Allow sorting vehicles by remaining life time (r14352)
- Feature: Ability to reset name to default/automatic value (for vehicles, engines, towns, groups, stations, waypoints, managers and companies) (r14334)
- Feature: [NewGRF] Add Variational Action 2 Variable 0x47 for houses, Coordinates of the house tile (r14294)
- Feature: Allow overriding the palette of the base GRFs. This way you can play with NewGRFs made for the Windows palette with the DOS palettes base GRFs (and vice versa). Note that for this to work correctly ALL NewGRFs must use the same palette; mix and match is not yet supported (r14229)
- Feature: Double click to join selected server/company (r14209)
- Feature: Allow both the German as well as non-German toyland graphics as "correct" and official graphics (r14197)
- Feature: Allow people to create their own base graphics easily and without requiring code changes (r14197)
- Feature: [NewGRF]: Add support for property 0x13 for Bridges. In other words, one can now specifies a 16 bits cost multiplier (r14172)
- Feature: Make it possible to choose between the DOS and Windows graphics packs while retaining the possibility to override the palette (r14151)
- Feature: Increase the size of the console backlog. Now it'll only remove backlog items when there are more than a threshold and when they are there longer than (another) threshold (r14056)
- Feature: Make it possible to filter list_patches output like it's done for other list_* console commands (r14041)
- Feature: Path based signalling (r13926-13967)
- Feature: Show [total-]cargo info in depot when [ctrl-]right-clicking on vehicle (r13923)
- Feature: NewGRF presets, selected by a drop down list in the NewGRF window. Presets are saved in the config file (r13781)
- Feature: Add a few extra columns with information to the server list (r13732)
- Feature: [NewGRF] Add var 65 in Variational Action 2 Variables for Houses (r13603)
- Feature: [NewGRF] Implement var 63, variational action2 variable for Houses. Or, in more simple terms, the check for the animation frame of nearby house (r13519)
- Feature: Aqueducts (r13464)
- Feature: [NewGRF] Add var 0x69 for industries, long format construction date (r13443)
- Feature: [NewGRF] Add long format introduction and maximum construction year for house (r13437)
- Feature: [NewGRF] Add access to current long year and date from Action 7/9/D and VarAction2 (23/24 or A3/A4), and add access to (long format) building year, in Variational Action2 Variable 49 for Vehicles (r13376)
- Feature: Splitting of the main toolbar when the resolution becomes very low so the buttons are still visible and useable (r13339)
- Feature: Make news messages use a linked list instead of a moving circular buffer. This makes it possible to store more news messages in the history (r13317)
- Feature: The number of news messages is reduced by removing every news message that is a configurable amount older than when it would not be shown in the newspaper popup/ticker, which is e.g. a month for industry production changes and half a year for subsidy offers. As a result the more important messages will stay longer in the message history (if longer than 30 messages) (r13317)
- Feature: Allow to have more than only two airports per town. The number of airports is now controlled by the noise each of them generates, the distance from town's center and how tolerant the town is (13226)
- Feature: Introducing the so called 'engine pool' which primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist (r12924)
- Feature: [NewGRF] The ability to play NewGRF sounds for industries and stations (r12817)
- Feature: [NewGRF] Add some support for NewGRF station animation (r12798)
- Feature: Sorting vehicle lists by road vehicle/train length (r12766)
- Feature: Conditional 'skip/jump' orders (r12667)
- Feature: Ability to send a vehicle (using default orders) to the nearest depot (r12661)
- Feature: Ability to force a vehicle to not load or to not unload at a station (r12650)
- Feature: Four different non-stop types, individually selectable per order. Replaces "TTDP compatible order" setting (r12648)
- Feature: Three different load type in a single game instead of two. One can choose full load all and full load any instead of full load being governed by the "full load any" patch setting (r12648)
- Feature: Financial and Player Selection Face windows are now remembering their position when toggling sizes (r12634)
- Feature: Show what cargos a station could be supplied with (r12596)
- Feature: [NewGRF] Add random action 2 type 84. For vehicles only (r12452)
- Feature: [NewGRF] Add support for var A2/22 for action 7/9/D: Difficulty level (r12449)
- Feature: Add +/- toggle buttons to station cargo waiting list to show/hide the detailed transferred cargo information (r12446)
- Feature: Open the time table when pressing the order button while pressing the CTRL key (r12441)
- Feature: On Screen Keyboard for input fields so someone without a keyboard can enter text too [FS#1846] (r12425)
- Change: When checking for unique names, compare only with manually set names [FS#1923] (r14958)
- Change: Apply the 'warn if train's income is negative' setting to other vehicle types, too (r14835)
- Change: When loading games in "network" mode use the start date of the save game for the server and all clients when loading the NewGRFs instead of the current date. Prevents desyncs caused by action 7/9s skipping parts of the GRF based on the date or some other variables that can differ at NewGRF load time (r14769)
- Change: Only say a engine/vehicle is refittable when it can be refitted to at least two cargo type or when it has subcargos (r14683)
- Change: [NewGRF] Since our NewGRF handling is better than it used to be, disable a NewGRF if unexpected sprites are reached (r14184)
- Fix: A town could build a statue under a bridge [FS#2618] (r15397)
- Fix: Multiple vehicles could be filling the timetable and only the data from one vehicle would be taken. Now only allow one to be filling at a time [FS#2466] (r15382)
- Fix: When testing for parallel road two tiles away, do not move more than one tile along the road (r15381)
- Fix: [NewGRF] The subcargo returned by vehicle variable 0x42 should be the most-common-subcargo of the most-common-cargo. If nothing is transported 0x..FFFF00 should be returned (r15378)
- Fix: A tram circling around in a depot did never actually 'enter' the depot [FS#2605] (r15375)
- Fix: Changing town road layout in-game caused ugly road networks [FS#2121] (r15340)
- Fix: Company could never have auto-assigned colour 0 (dark blue) (r15281)
- Fix: Deadlock (with wide fonts) or desync when generating manager name (r15279)
- Fix: Close all windows *before* starting a new game/loading a game instead of doing that as one of the latest steps of loading the game. This caused, in some cases, the NewGRF settings to be reset when the game was already loaded resulting in instant desyncs when joining a network game [FS#2577] (r15256)
- Fix: Aircraft could be 'loading in the air' or have zero speed while in air after converting old savegames [FS#2571] (r15230, r15227)
- Fix: Tile error location not reset when leveling land causing a tile to be highlighted when there was nothing to flatten [FS#2542] (r15138)
- Fix: Signs with sign 'Sign' were lost when converting from TTD savegames (r15137)
- Fix: [NewGRF] Add support for 8 byte action7/9 data, used as a mask for GRFID checks (r15114)
- Fix: [NewGRF] Keep industry variables 8E and 8F in sync with 93, when changing production using results 0D, 0E or 0F of callback 29 or 35 (r15103)
- Fix: [NewGRF] Disable a NewGRF from loading if it contains multiple Action 8s (r14979)
- Fix: Wrong defaults for service interval when switching between service interval in days and service interval in percentages [FS#2508] (r14959)
- Fix: [NewGRF] Building new station parts did not allocate a new station spec effectively breaking variable 41. This was due to the limited number of station specs that we can have per station. This fix makes newly build station parts create a new spec until one cannot allocate new station specs anymore and it'll revert to the old behaviour (sharing station specs) [FS#1832] (r14956)
- Fix: [NewGRF] Station specs did not get deallocated when building a new station part over them (r14955)
- Fix: Sharing/cloning/inserting of orders that the/a vehicle (in the shared list) cannot go to (wrong station type etc) [FS#1890] (r14954)
- Fix: The "animation state" of the bubbles was stored in a variable that was not stored in the savegame. Using a variable that gets saved in the savegame solves the desync and makes it a bit clearer [FS#2512] (r14931)
- Fix: Abort dragging of vehicles in the group window when they are deleted [FS#2500] (r14925)
- Fix: Do not unnecessarily reset the cursor, when a different vehicle is dragged (r14924)
- Fix: [NewGRF] First create all articulated parts of roadvehicles, then call callback 36 capacity, also call it for all articulated parts (r14903)
- Fix: Overflow of number of orders per vehicle [FS#2495] (r14830)
- Fix: Off-by-one causing possible out-of-bounds reads (r14811)
- Fix: In an MP game in SP mode no company would go bankrupt. Furthermore companies that passed the "bankrupt" period (4 quarters) would not go bankrupt when loading the game back in MP. Now any company that is in MP or not "currently controlled by the player" in SP will bankrupt [FS#1993] (r14750)
- Fix: Do not let any disaster vehicle (Helicopter or Airplane) target invalid industry (r14746)
- Fix: Memory leak in Action 0x0F (new town names) (r14737)
- Fix: Writing a single char to the config file caused reading outside a buffer (r14729)
- Fix: First transfer the whole load of a vehicle chain to industries before triggering any processing. This reduces callback usage and resolves critical rounding errors when using input-cargo-multipliers instead of production callbacks [FS#2460] (r14705)
- Fix: Zeppeliner (disaster) should target st->airport_tile, not st->xy (r14694)
- Fix: [NewGRF] Gradual filling graphics were not chosen according to the NewGRF spec [FS#2435] (r14678)
- Fix: [NewGRF] Check sprite size when executing action 6 (r14674)
- Fix: [NewGRF] Property 7 and callback 12 were broken for aircraft. Now callback 12 is properly called also for 'mail'. If the callback is not used, 'mail' uses 1/4 of property 7 (rounded up) [FS#2444] (r14672)
- Fix: Possible stack corruption when reading corrupted sprites [FS#2415] (r14610)
- Fix: [NewGRF] Return the current year as construction year for unfinished houses (r14608)
- Fix: [NewGRF] When callback 1E fails, use the standard random colour (r14605)
- Fix: The company ID is off-by-one with respect to the rest of the GUI in the cheat window [FS#2422] (r14603)
- Fix: The range for kicking/banning clients is based on the maximum number of clients, not the maximum number of companies [FS#2414] (r14588)
- Fix: Allow capacity callbacks (15, 36) to return zero capacity (r14578)
- Fix: Crashes when a NewGRF sends an invalid string [FS#2395] (r14563)
- Fix: Order pool seemed to look full when it was not as it only checked whether it was possible to allocate a new block of pool items instead of checking for free pool items (r14547)
- Fix: Do not deliver cargo to industries not inside station catchment area [FS#2138] (r14530)
- Fix: Allocate stub (empty) sound entries when loading an empty/corrupt/incorrectly sized sample.cat instead of making valid NewGRFs fail to load (r14527)
- Fix: Make sure trains stop at the end of a station; a 3/8th length train did stop 2/8th of it's length too early causing a 63/8th long train not to fit in a 4 tile station [FS#2379] (r14526)
- Fix: Small possible chance of desync due to sorting on pointer instead of by (station) index [FS#2348] (r14463)
- Fix: When a road stop gets moved make sure to update the destination of RVs going to that road stop [FS#2330] (r14446)
- Fix: Support for spaces in directories passed to ./configure [FS#1802] (r14440)
- Fix: Trains would sometimes move one time too often/little when moving from diagonal<->non-diagonal tracks [FS#1793] (r14436)
- Fix: Balance the monthly random industry changes, by introducing a daily random industry change [FS#1885] (r14332)
- Fix: Save the palette of the loaded NewGRFs in the savegame, so joining with a server using Windows palette will make a client with the DOS palette do palette conversion and (thus) not cause a desync (r14233)
- Fix: Glitches (alignment issues/inconsistent vehicle graphics) in original graphics (r14214, r14211)
- Fix: One could not get a list of vehicles sharing an order when the number of orders was 0; you could see that the vehicles had a shared order though [FS#2085] (r14097)
- Fix: Various assorted autoreplace issues/malbehaviours [FS#1264, FS#2037, FS#2038, FS#2110] (r14083)
- Fix: The autoreplace gui showed vehicle types for replacement which CmdSetAutoReplace() did not accept (r14037)
- Fix: Automatically recalculate inflation if NewGRFs are changed and cargo types are added, so that cargo payment rates are correct [FS#2074] (r13836)
0.6.3 (2008-10-01)
------------------------------------------------------------------------
- Fix: NewGRF VarAction 2 variable 43 for industries saw MP_VOID tiles as land tiles and was inefficient (r14417, r14416, r14415)
- Fix: Possible buffer overrun/wrong parameter type passed to printf (r14414, r14397)
- Fix: Generation seed set using -G was always overwritten by -g (r14408)
- Fix: Do not allow extending signals by dragging in any direction other than the track direction [FS#2202] (r14013)
0.6.3-RC1 (2008-09-22)
------------------------------------------------------------------------
- Fix: Invalid v->u.air.targetairport could cause crashes at several places [FS#2300] (r14383, r14344, r14343)
- Fix: Moving the first vehicle of a train elsewhere might require a new unitnumber for the remaining chain which might not be available (r14384)
- Fix: Trams jumping when reversing on a single trambit (like caused during road construction reworks) or when (manually) reversing in a corner [FS#1852] (r14371)
- Fix: Multiheaded parts in free wagon chains were not connected (could cause desyncs) (r14366, r14362)
- Fix: [Win32] Some keypress combinations could be handled twice [FS#2206] (r14363)
- Fix: The ownership of roadtiles was not properly set for very old savegames (including TTD's) making it impossible to remove some pieces of road [FS#2311] (r14359)
- Fix: Desync due to randomly ordered vehicle hash by flooding and road vehicle overtake/following (r14356, r14258)
- Fix: Signs were not updated on company bankrupcy/sell, and thus could have the colour of invalid player (r14348)
- Fix: Delete the RenameSignWindow when 'its' sign is deleted (r14345)
- Fix: Signs from old savegames were lost (causing little memory leaks) (r14340)
- Fix: When a company was renamed and then manager was renamed before building anything, company name changed (r14328)
- Fix: When you rename a town before building something and build something near that town your company would be called "<old townname> Transport" [FS#2251] (r14327)
- Fix: Free any blocks that a helicopter may have on an oilrig when the helicopter gets forcefully removed (bankruptcy). For other airports this is not needed as they cannot be used by multiple companies [FS#2241] (r14324)
- Fix: Possible assert when renaming removed waypoint (r14322)
- Fix: Properly delete orders so the pool does not fill up (r14319)
- Fix: Do not allow building road over level crossings and drive-through road stops in the wrong direction; do not allow adding roadtypes to non-drive through road stops; pay for all added road bits [FS#2268] (r14316, r14315, r14314, r14308)
- Fix: Aircraft frozen above oil rig when the next order is invalid [FS#2244] (r14309)
- Fix: [YAPF] Only reserve road slots for multistop when they are really reachable [FS#2294] (r14305)
- Fix: One could be trying to get the station name of a station that is outside of the pool (r14297)
- Fix: Default for sound effects and music volume should be in the valid range for that setting [FS#2286] (r14289)
- Fix: Make small UFO aware of articulated RVs so they crash the complete vehicle instead of a small part of it (r14270)
- Fix: Desyncs after deleting a waypoint because of explicit destructor call instead of using operator delete (r14265)
- Fix: Merge keycode for "normal" 0-9 keys and keypad 0-9 keys so people do not get confused that the keypad does not work as expected [FS#2277] (r14260)
- Fix: Clicking on the smallmap did not break the "follow vehicle in main viewport" [FS#2269] (r14243)
- Fix: The engine-purchase-list-sorter doubled running-cost and halfed capacity of double-headed engines [FS#2267] (r14239)
- Fix: Feeder share was computed wrong when splitting cargo packet (r14234)
- Fix: Signs (town name, station name, ...) could be too long for 8bit width in pixels (r14221)
- Fix: 10 days != 6*2.5 days, effectively causing the payment graph to show the wrong data (r14219)
- Fix: When determining length of a string with limited size, first check if we are not out of bounds already (r14204)
- Fix: Properly update the current timetable's travel/wait times instead of only doing it for one vehicle in the shared order chain and only when some bit has not been set [FS#2236] (r14192)
- Fix: Sprite payload skipping would not skip enough bytes in a very small subset of compressed sprites (r14191)
- Fix: After applying NewGRF settings, all rail and road types were available as the engine availability check was performed too early (r14182)
- Fix: Close all related vehicle lists when closing a station window (and not only the train list) (r14180)
- Fix: RemoveOrderFromAllVehicles() did not mark enough windows dirty (r14179)
- Fix: Incorrect cargo weights (r14144)
- Fix: GetSlopeZ() gets a virtual coordinate, not a tile (r14139)
- Fix: Close the 'manage vehicles' dropdown once the number of vehicles in the list reaches 0 [FS#2249] (r14133)
- Fix: [strgen] Changing order of parameters {X:...} did not work for strings including some {StringY} (r14111)
- Fix: Desync due to bubbles in toyland (r14110)
- Fix: Make NewGRF action 0x06's changes persistent over the several loading stages [FS#1986] (r14102)
- Fix: Make the 'Transfer Credit' display aware of the entire consist, not only the first vehicle (r14098)
- Fix: Do not flood a NewGRF industry when it implicitly tells that it wants to be build on water (land shape flags bit 5) [FS#2230] (r14093)
- Fix: The vehicle window of articulated road vehicles would show the clone/refit button when the vehicle was not completely stopped in the depot (r14090)
- Fix: Flawed parsing of words (as in 2 bytes) in GRF strings due to sign extension [FS#2228] (r14087)
- Fix: Division by 0 in NewAI [FS#2226] (r14062)
- Fix: NewGRF callback 23 did not use the NewGRF compatible text stack [FS#2224] (r14058)
- Fix: NewGRF text stack's "push word" did not move the data around properly (r14057)
- Fix: Long strings in the edit box would cause OpenTTD to stop drawing the string. This is especially noticable with low resolutions and the chat input box (r14054)
- Fix: [OSX] changed the condition for selecting 8 or 32 bpp blitter by default. Now we will pick 32 bpp if no 8 bpp fullscreen resolutions are available on the main display (the one with the dock) (r14032)
- Fix: Crash when the AI tries to find the depot of an airport that does not have a depot [FS#2190] (r13999)
- Fix: MSVC cannot handle changed files in the prebuild event, so make the version determination a separate subproject [FS#2004] (r13998)
- Fix: The dedicated console removed any character that was not a printable ASCII character instead. Now it allows UTF8 formated strings too [FS#2189] (r13992)
- Fix: Resetting construction stage counter reset more than it should (r13981)
- Fix: Wrong tooltip for the industry directory's list [FS#2178] (r13917)
0.6.2 (2008-08-01)
------------------------------------------------------------------------
- Fix: Custom vehicle names from TTD(Patch) games were lost (r13884)
- Fix: NewGRF Callback 10 (visual effect and powered wagons setting) and powered wagons operation were not performed for articulated wagons [FS#2167] (r13870)
- Fix: In some cases the sprite cache could be filled with unremovable items [FS#2153] (r13869)
- Fix: Return of wrong parent scope of (NewGRF) industry variables (r13868)
- Fix: Loading of TTD(Patch) savegames from the command line did not work (r13859)
- Fix: Buffer overflow for too long filename supplied as '-g' parameter (r13858)
- Fix: Cargo type lookup was incorrect for NewGRF version 7 files without a translation table [FS#2157] (r13855)
- Fix: GetTownByTile() is only valid for houses and roads (r13851)
- Fix: Power, running cost and capacity of multiheaded engines were (too often) doubled in newspaper resp. offer window (r13844)
- Fix: FreeType may return a bitmap glyph even if a grey-scale glyph was requested [FS#2152] (r13832)
0.6.2-RC2 (2008-07-25)
------------------------------------------------------------------------
- Fix: Building through the wrong side of a drive through station was allowed [FS#2166] (r13822)
- Fix: Check for vehicle length changes outside a depot (callback 0x11) and give a warning about that [FS#2150] (r13816)
- Fix: Several minor memory leaks. They only happened once per game (r13809, 13810)
- Fix: Checking for train waiting at other side of two-way signal was broken [FS#2162] (r13806)
- Fix: Some revision checking code was unintentionally disabled (r13776)
- Fix: Enforce the validity of a NetworkAction (chat packet) issued by a client (r13775)
- Fix: Selecting non-full length vehicles in the depot gui would place the "mouse pointer" out of the center of the vehicle making it hard to "aim" [FS#2147] (r13759)
- Fix: NewGRF rail continuation would always mark a tunnel on the same axis as connected, even when the tunnel faces the wrong direction (r13734)
- Fix: Assumption that non-north tiles of a house do not have the 1x1 building bit set was flawed with some NewGRFs. This caused the amount of houses to differ, which causes the town radii to differ, which causes desyncs when towns are expanded (r13729)
- Fix: Possible desync on the autorenew settings 20+ game years (i.e. 4.5+ hours) after a company was started (r13718)
- Fix: Any player could construct new companies [FS#2144] (r13716)
- Fix: Remove the unique_id from the message that a client has joined as it is only exposes the unique_id more than needed (r13714)
- Fix: Possible crash on creating a network packet (r13713)
- Fix: Enforce the length restrictions of company and president name in the commands too (r13712)
0.6.2-RC1 (2008-07-16)
------------------------------------------------------------------------
- Fix: Possible buffer overflow in string truncation code (r13700)
- Fix: Handle SETX(Y) properly when truncating a string instead of ignoring it and returning a too long string (r13699)
- Fix: In some cases the (sound) mixer could overflow causing artefacts in the sound [FS#2120] (r13695)
- Fix: Do not rely on .tar files always ending with a block of zeros (r13693)
- Fix: Make sure a command is ran in the context of autoreplace or not (r13691)
- Fix: In the case that elrails and 'realistic' acceleration are disabled all electrified engines would have no power on load, until the vehicle got turned around, loaded or got into a depot [FS#2102]- Fix: Saving TTD imported games in recession failed due to wrong (and unneeded) type conversions in the saveload code [FS#2131] (r13679)
- Fix: Inactive companies from old (TTD) saves could be marked active in some cases, which then loads garbage in their statistics and such [FS#2126] (r13676)
- Fix: Memory leak when NewGRFs got forcefully disabled and they defined GOTO labels (r13675)
- Fix: Crash when drawing a non-real sprite caused by NewGRF interference [FS#2127] (r13674)
- Fix: Desync when building electrified trains on a dedicated server that was started with electrification disabled [FS#2122] (r13673)
- Fix: Bus/truck forgetting go-to-depot order when entering a non-drivethrough road stop [FS#2117] (r13664)
- Fix: Server crashing when banning the rconning client (r13661)
- Fix: Signals were not updated correctly when a player removed a non-existing track piece (r13626)
- Fix: Crash when one tries to raise the nothern corner of MP_VOID tiles (i.e. the southern corner of the tiles on the southern map edge) in the scenario editor [FS#2106] (r13624)
- Fix: Only the front of a RV would be considered when determining to what cargos a vehicle can be refitted instead of all cargos [FS#2109] (r13622)
- Fix: If the first bridge can not be build for a given length, then none of the other bridges can. Effectively meaning that if someone replaces the first bridge with a bridge that can be only 3 tiles longs then only other bridges that can be 3 tiles long will be buildable, but only if they are 3 tiles long [FS#2100] (r13611)
- Fix: Signal states could be propagated through waypoints built in orthogonal axis (r13589)
- Fix: [OSX] 10.5 failed to switch to fullscreen (r13584)
- Fix: RVs continueing onto next DT station when they are build adjacent to them [FS#2040] (r13581)
- Fix: Disable static NewGRFs when non-static NewGRFs query them in the context of network games. This makes it impossible for static NewGRFs to disable non-static NewGRFs and 'bad' things happening because the non-static NewGRF does not know about the static NewGRF (r13576)
- Fix: Properly count number of non-north housetiles [FS#2083] (r13518)
- Fix: Incorrect usage of strtoul (r13508)
- Fix: Clear the memory for the new AI during the loading of a savegame so it does not try to execute commands generated in a different savegame, which could be resulting in the AI trying to give orders to stations that do not exist (r13505)
- Fix: Drawing of zoomed out partial sprites could cause deadlocks or crashes (r13502)
- Fix: First determine where to *exactly* build a house before asking a NewGRF whether the location is good instead of possibly moving the house a tile after the NewGRF said the location is good (r13489)
- Fix: Track was not removed on company bankrupcy when there was a ship on lower halftile (r13488)
- Fix: Let ships also navigate on half-tile sloped watery rail tiles (r13485)
- Fix: Division by zero when one would press 'd' (skip order) when there's no order (r13409)
- Fix: Do not crash when resolving vehicle sprite groups with zero sprites (r13397)
- Fix: In the purchase list, CB36 for capacity was not called for the first part of rail and road vehicles (r13385)
- Fix: Loading of very old OpenTTD savegames was broken (r13373)
0.6.1 (2008-06-01)
------------------------------------------------------------------------
- Fix: Industry tiles would sometimes tell they need a 'level' slope when they do not want the slope (r13348)
- Fix: Attempts to make the old AI perform better (r13217, r13221, r13222)
0.6.1-RC2 (2008-05-21)
------------------------------------------------------------------------
- Fix: Do not send rcon commands of the server to the first client but do directly execute those on the server (r13137)
- Fix: For multiheaded engines, halve power and running cost when used instead of when loading, to allow callback values to work properly (r13074)
- Fix: Loading of TTDP savegames with rivers in them [FS#2005] (r13066)
- Fix: Update build industry window when raw_industry_construction setting is modified (r13060)
- Fix: Revert changes to multihead engine weight -- the original values were correct (r13023)
- Fix: Debugging was not possible with MSVC 2008 (r12996)
- Fix: List used for sorting GRFs was not freed (r12993)
- Fix: Default difficulty settings were different to TTD's original settings [FS#1977] (r12951)
- Fix: All vehicles would be available when an original scenario would be played [FS#1982] (r12948)
- Fix: Keep only first 15 bits for non failed callback results (r12947)
- Fix: Reading/modifying invalid data under some circumstances (r12943)
- Fix: Minor errors related to industries accepted/produced cargo (r12933)
- Fix: Town rating was affected even after the test run (r12920)
- Fix: Flood road tiles even when there are road works in progress [FS#1965] (r12919)
- Fix: Do not initialize Station struct with tile=0, buoys will never change that value [FS#1960] (r12915)
- Fix: Game crash when a spectator/server tried to show an engine with no owner when a NewGRF requested a specific variable (r12914)
- Fix: Report reverse sprite status (FD/FE) to NewGRF for manually toggled vehicles (r12910)
- Fix: Vehicles going twice to a depot when the automatic service interfered with the current order [FS#1985] (r12629)
0.6.1-RC1 (2008-04-26)
------------------------------------------------------------------------
- Fix: Vehicle groups, engine replacement rules and player/company names were not properly reset/freed after bankrupt (r12906)
- Fix: Remove trams from savegames saved in OTTD without tram support, it is better than to simply crash [FS#1953] (r12904)
- Fix: GCC on FreeBSD does not support -dumpmachine causing configure to fail. Use g++ instead [FS#1928] (r12876)
- Fix: Make the town rating tests use less memory and much quicker (r12859)
- Fix: Usage of AutoPtr made (trying to) build stuff very (time) expensive (r12857, r12855)
- Fix: Ensure that prop 25 is set for all vehicles in the consist before other properties as it could cause desyncs (r12856)
- Fix: Too much catenary was drawn about tunnel entrances, middle bridge pieces and non-rail station tiles (r12853, r12852)
- Fix: Use YAPF for fairly old savegames from before YAPF was introduced (r12845)
- Fix: The industry tick trigger should only be triggered once every 256 ticks, not every tick... Also bail out of the triggers a little earlier if you know they are not going to happen anyway (r12844)
- Fix: Inconsistent use of 8/15-bitness of NewGRF callback results with respect to TTDP's implementation of the specification (r12819, r12818, r12759)
- Fix: Possible out of bounds array access (r12809)
- Fix: Enforce autorenew values range in command (r12808)
- Fix: Vehicles could break down during loading and keep loading. The intention of the break down code is not to break down when having zero speed, therefor break downs now do not happen when loading [FS#1938] (r12795)
- Fix: [OSX] In some rare cases when using an uncalibrated monitor the system colour space could not be retrieved. Show an error when this happens instead of just trying an assertion (r12776)
- Fix: Slope checking for NewGRFs failed (r12759)
- Fix: Check the TILE_NOT_SLOPED flag of the _north_ tile of multi-tile houses to decide if autoslope is allowed (r12717)
- Fix: Do not move windows below the toolbar on resizes unless they would go behind the toolbar [FS#1904] (r12714)
- Fix: Increase default sound buffer size only for Vista [FS#1914] (r12708)
- Fix: Do not crash very hard on unrecognised savegames, just go back to the intro menu instead (r12707)
- Fix: In some cases a news messages would not be shown [FS#1906] (r12683)
- Fix: Removing road pieces from a town gave you twice the intended penalty [FS#1920] (r12682)
- Fix: When a road vehicle has a tram only stop multiple times in a row in it's orders, only the first one would be skipped [FS#1918] (r12678)
- Fix: Colour remaps on station sprites only worked for company colours [FS#1902] (r12674)
- Fix: Remove buggy buoys at tile 0 from old TTDP savegames (r12642)
- Fix: Possible NULL pointer dereference when reading some NewGRF data [FS#1913] (r12637)
- Fix: Infinite loop in case your compiler decides that enums are unsigned by default (r12622)
- Fix: The convert signal button disallowed signal dragging when the signal GUI was closed (r12577)
- Fix: Binding to a specific IP could cause OpenTTD to not register properly with the masterserver if one has multiple external interfaces (r12574)
- Fix: min() has 32bit arguments, clamping of 64bit values did not work (r12572)
- Fix: Towns could not terraform when inflation rised terraform prices enough (r12564)
- Fix: Do not affect town rating change by the order in which we examine stations (r12561)
- Fix: Redraw the signal GUI when the signal drag density changes in the patch settings and vice versa (r12553)
- Fix: Do not install scenarios into the current user's homedir when running 'make install', that is silly. Simply always install scenarios system wide instead (r12542)
0.6.0 (2008-04-01)
------------------------------------------------------------------------
- Fix: Final formatting of some string codes from NewGRFs was not done correctly [FS#1889] (r12488)
- Fix: Timetable times for aircraft were always doubled [FS#1883] (r12477)
- Fix: Remove broken endian-dependent code and unnecessary rgb to bgr swapping [FS#1880] (r12453)
- Fix: Do not 'disable' the drawing of autorail overlays when the tile is 'error'-marked (red pulsating selection) [FS#1871] (r12439)
- Fix: Plural rule for Icelandic was wrong (r12417)
0.6.0-RC1 (2008-03-26)
------------------------------------------------------------------------
- Feature: Show whether a town is a "city" in the town description title bar (r12391)
- Feature: Increase house animation frame number from 32 to 128 (r12347)
- Fix: Loading of TTD savegames (r12399, r12401)
- Fix: Vehicle lists related to stations not closed when the station is deleted [FS#1872] (r12393)
- Fix: Trams failing to turn on bridge heads/tunnel entrances [FS#1851] (r123890)
- Fix: Train could break apart when reversed while partially in a depot [FS#1841] (r12386, r12384)
- Fix: Non-breaking spaces should not be broken (r12385)
- Fix: Check return of AfterLoadGame for success or failure when loading TTD games [FS#1860] (r12383)
- Fix: Use 'items' unit for batteries, fizzy drinks, toys and bubbles in total cargo tab [FS#1864] (r12382)
- Fix: The number of houses was not computed right [FS#1835, FS#1535] (r12381)
- Fix: Update train acceleration and max speed after setting cached value to ensure the correct max speed is used with disabled real acceleration (r12380)
- Fix: Refresh vehicle details window when cached values are updated (r12378)
- Fix: Set cached value for vehicle property 25 before other cached values [FS#1854] (r12377)
- Fix: Do not close a dropmenu when clicking on a dropdown widget (r12374)
- Fix: win32 music driver fails if path is too long or if containing non-latin chars [FS#1849] (r12373, r12372)
- Fix: Do not let window hide behind the main toolbar after resizing the screen [FS#1823] (r12371)
- Fix: Close language drop down when parent window is clicked/closed [FS#1853] (r12370)
- Fix: Reset train speed limits when _patches.realistic_acceleration changes (r12369)
- Fix: Commands were sent to clients waiting for map download causing 'executing command from the past' error [FS#1650] (r12367)
- Fix: Do not allow building 'zero' road bits (r12363)
- Fix: Randomize variable 8F only once per callback 28 (r12362)
- Fix: openttdd.grf was using the wrong colours for glyphs due to a grfcodec bug (fixed in grfcodec 0.9.10 r1837) (r12360)
- Fix: Some callback-results were treated as 8 bit, when they were 15 bit, and vice versa (r12352, r12358)
- Fix: Do not try to flood water tile [FS#1836] (r12350)
- Fix: NTP skipped junction just after bridge end (r12348)
- Fix: Remove duplicated and inconsistent code wrt. autoreplace with rules in both vehicles' group and ALL_GROUP [FS#1748, FS#1825] (r12346)
- Fix: Do not try to restore backupped timetable when timetabling is disabled [FS#1828] (r12345)
- Fix: Slow helicopters never got the 'chance' to finish the landing routine (r12343)
- Fix: GRM buffer for cargos was incorrect size [FS#1827] (r12341)
- Fix: Recalculate cached train data after clearing reversing flag when entering depot (r12339)
0.6.0-beta5 (2008-03-04)
------------------------------------------------------------------------
- Feature: Vehicle variable FE bit 5, 6 and 8 [FS#1812] (r12331, r12330)
- Feature: Support loading full range of 0xD0xx NewGRF strings which includes 0xD000 to 0xD3FF (r12316)
- Feature: Ability to change aircraft speed factor, from so called 'realistic' (matching other vehicles) (1/1) to original TTD speed (1/4) (r12293, r12294)
- Change: Update readme about where openttd looks for files (r12321)
- Fix: Do not pause/unpause the game when showing load/save windows when the game is paused due to missing GRFs [FS#1733] (r12336)
- Fix: Disallow building level crossings over one-way roads as this allowed competitors to remove the one-way state [FS#1819] (r12329)
- Fix: Wrong Y pillar specified for girder with arch bridge (r12328)
- Fix: Vehicles could be sorted in a wrong order when a vehicle name changed - cached name was not invalidated (r12324)
- Fix: Vehicle sorting by name was broken, it was comparing the same string (when caching was not used) [FS#1821] (r12323)
- Fix: Endian issue when saving/loading group owner (r12322)
- Fix: Wrong transparency options could be saved after toggling all [FS#1817] (r12320)
- Fix: Map string IDs that are embedded from other strings [FS#1815] (r12317)
- Fix: Include prop 25 data for all train parts, not just those that carry cargo (r12314)
- Fix: YAPF and NTP did not apply penalty for uphill tracks on steep slopes (r12313)
- Fix: Restore timetable from backupped orders and add group ID to the backup [FS#1549] (r12296)
- Fix: Do not draw trees nor lamps between tram tracks (r12290) [FS#1807]
- Fix: [Win32] Do not create save dir on install (r12269)
- Fix: Autoreplace did not update vehicle index for timetable window [FS#1805] (r12261)
- Fix: GetProductionAroundTiles() may fail if only the second production slot exists (r12258)
- Fix: Town variables 0x9E to 0xAD (company ratings) returned wrong values (r12247)
- Fix: Typo resulting in no players are given the engine preview offer (r12244)
- Fix: Mac OSX bundle display name should be 'OpenTTD' [FS#1798] (r12234)
- Fix: [NewGRF] Support using any base price for rail and road vehicles' running cost, show running cost of wagons if available (r12209)
- Fix: When loading a savegame fails, do not start creating a new game, just go straight back to the intro screen (r12202)
- Fix: Force AI to build rail or road instead of bridges if possible, so it does not build bridges everywhere (r12200)
- Fix: "Transparent buildings" now only toggles buildings, so show tick when buildings are transparent [FS#1789] (r12198)
- Fix: Show correct last year profit when the train had negative income [FS#1788] (r12197)
- Fix: There can be oil rigs at map borders, do not set water class for them [FS#1787] (r12195)
- Fix: Do not start overtaking if the RV reaches wrong-way one-way-road in the next tiles (r12191)
- Fix: Assert when trying to play tile sound at NW border of map (placing buyos, leveling land) [FS#1784] (r12186)
- Fix: Take into account possible loan when AI is deciding which bridge to build, so it will not build wooden bridges everytime (r12184)
0.6.0-beta4 (2008-02-18)
------------------------------------------------------------------------
- Feature: Allow buttons to resize in NewGRF settings window (r12172)
- Feature: Change colour of autorail and autoroad selection when Ctrl is pressed (r12167)
- Feature: Separate catenary transparency settings from building transparency settings (r12103)
- Feature: Allow locking individual transparency settings so they will not be changed by pressing 'x' (r12102)
- Feature: Add some missing VarAction2 variables (r12124)
- Feature: Make snow appear on rail tiles dependant on track height, not on height of the lowest part of the tile (r12098)
- Feature: [NewGRF] Specify the purchase, rail and road description of a bridge (r12069)
- Feature: [NewGRF] Add support for var 12, Variational Action 2 (r12045)
- Feature: Allow trees on shore (r12029)
- Feature: Invisible trees are now separate from the building concept (r12022)
- Feature: Add support for passenger engine designation for AI-use, NewGRF property 0x08 for trains (r12019)
- Feature: Show all cargo sources (en-route from) in the station view cargo waiting list instead of just one (r11990)
- Feature: [NewGRF] Resizable industry view window on callback 3A (r11987)
- Feature: [NewGRF] Implement var 8F (random bits) during callback 28 [FS#1697] (r11985)
- Feature: [NewGRF] Add support for Action 0D, var 13: informations about current map size (r11961)
- Feature: Support Action5 type 0D (newwater) (r11947)
- Feature: Allow building bridge heads on more slopes (r11937)
- Feature: [NewGRF] Add support for Rivers. Rivers can currently only be placed with-in the scenario editor (r11926, r11938, r11949, r12071)
- Feature: Generate.vbs script to allow project files generation for users unable to run generate bash script (r12123)
- Feature: Sort the strings in languages dropdown (r11886)
- Codechange: Drop MSVC 2003 support (r11979)
- Fix: Test purchase list loading/loaded sprites instead of unconditionally returning a possibly non-existant sprite (r12180)
- Fix: Return correct bridge price for AI when DC_QUERY_COST is set [FS#609] (r12171)
- Fix: When drag&drop mode was cancelled by keyboard input, depot/group window was not updated [FS#337] (r12166)
- Fix: Buffer overflow when drawing scrolling news [FS#1652, FS#1773] (r12165)
- Fix: If a train is 'stopping' when entering a depot, do not let it leave again [FS#1705] (r12163)
- Fix: Towns should not build over houses owned by another town [FS#1757] (r12162)
- Fix: Towns will no longer build houses > 1x1 there where should be road (with 2x2, 3x3 grid town layouts) (r12161)
- Fix: Remove the arbitrary limit of 64 waypoints per town [FS#1744] (r12160)
- Fix: Chance16I was now biased towards zero - round to nearest now (r12156)
- Fix: Adjust aircraft slowing algorithm (r12144)
- Fix: Callback 0x3D always gets a cargobit in var 0x18, independent of grf version [FS#1766] (r12142)
- Fix: Do not allow adding tram to rail-road crossing when there is a vehicle on it (r12138)
- Fix: Show cargo capacity for articulated vehicles correctly in the purchase list. Multiple cargo types can also now been shown [FS#1769] (r12137)
- Fix: With mammoth trains disabled, maximum train length was limited to 9 (r12131)
- Fix: Use tile index 0 for planes in the air, so it cannot have an invalid tile index [FS#1745] (r12109)
- Fix: X/Y axis swap for station tiles in GetNearbyTile() was wrong way around [FS#1753]( r12108)
- Fix: Loading older savegames fixes (r12096, r12097)
- Fix: When a company bankrupts, remove drive-through road stops, ship depots and buoys too. Update owners of water and road [FS#1703] (r12095)
- Fix: Do not set station owner for buoys when merging company (r12093)
- Fix: Keep production level within delimited boundaries, while using var result 0D/0E and than multiplying/dividing it [FS#1755] (r12092)
- Fix: Assert when loading savegame with wrong tiletype at south map borders (r12088)
- Fix: Check overrides only for industries when mapping NewGRF entities to 'real' entities [FS#1747] (r12086)
- Fix: Update waypoint signs when changing language (r12080)
- Fix: Use search paths when opening console scripts (r12079)
- Fix: When reusing a renamed deleted waypoint, keep the new name (r12076)
- Fix: Make docks at sea flood neighboured tiles (r12072)
- Fix: Possible deadlock when there are no houses available to build at given tile (r12062)
- Fix: Houses with zero probability could be built (r12062)
- Fix: Do not clear tiles when the town will not be able to build any buildings anyway (r12060)
- Fix: Allow building 2x2 building on slopes if not explicitly forbidden (r12060)
- Fix: It was possible to build 2x1 and 1x2 buildings on slopes even if it was not allowed (r12060)
- Fix: Teach NPF where road vehicles and trams can reverse (r12058)
- Fix: Ships can drive through opponents' ship depots (r12058)
- Fix: Slowdown train when approaching 90deg turn when 90deg turns are forbidden (r12057)
- Fix: Enable YAPF to start searching inside a wormhole [FS#1704] (r12056)
- Fix: Another way to fix AI trying to build road through depots (r12055)
- Fix: The cargo translation table was loaded at the right time, but all the other global variables were now loaded too early [FS#1737] (r12052)
- Fix: Random_func broke for desync debug (r12050)
- Fix: Memset on multibyte array with wrong byte count (r12049)
- Fix: Crash when centering on a vehicle (aircraft) that is outside of the map [FS#1741] (r12044)
- Fix: Allow building transmitters and lighthouses on tree tiles [FS#1736] (r12043)
- Fix: Reimplement how rivers and canals are stored in the map, allowing the sea/river/canal status to also be stored for buoys, docks, locks and depots. All these are now allowed on rivers and removal of them will revert to the original water type [FS#1676] (r12042)
- Fix: Change ownership of or remove statues when merging/bankrupting companies (r12038)
- Fix: For station tiles, only get road types for road stops (r12036)
- Fix: Teach YAPF where trams can reverse, and where not [FS#1702] (r12035)
- Fix: Do not show train speed as zero after loading paused game (r12033)
- Fix: When removing a statue, remove town statue flag for the statue owner, not current player (r12032)
- Fix: Prevent towns from removing or claiming ownership of player owned tiles when growing [FS#1689,FS#1719] (r12031)
- Fix: In one case trees could spread under bridges (r12024)
- Fix: Put a better suited text in the quit-dialog [FS#1690] (r12023)
- Fix: Restore initial intent on the invisible tree while transparent building patch setting [FS#1721] (r12018)
- Fix: When you have more than 9 network interfaces you'll enter the wonderfull world of overflows (r12017)
- Fix: Better work on strings in regard to gender [FS#1716] (r12015)
- Fix: Lighthouses and transmitters were never supposed to be build on a slope (r12014)
- Fix: When modifying watered tiles, mark neighboured canals and rivers dirty in more cases (r12013)
- Fix: Enable TownRatingTestMode during cost estimation with 'shift'-key (r12012)
- Fix: Do not consider one-corner-raised-shores to be watered tiles from all sides [FS#1701] (r12011)
- Fix: Avoid loading sample.cat if it 'looks' incorrect, and avoid later null pointer dereferences by moving volume lookup deeper [FS#1707] (r12009)
- Fix: Possible reading from an invalid pointer [FS#1717] (r12005)
- Fix: When skipping Action 11 or 12, also skip belonging sprites (r12001)
- Fix: Do entrance-slope-check for every tile of railstations (r11999)
- Fix: Possible remote assert by setting bit 6 of p1 for CMD_REMOVE_ROAD [FS#1692] (r11998)
- Fix: Update train statusbar when stopping from zero speed [FS#1706] (r11996)
- Fix: Resize station/roadstop/dock/airport construction windows if cargo acceptance list is too long (r11993)
- Fix: When building two rail stations close to each other (with control) so they looked like one long track trains would see them as one (r11992)
- Fix: Resize autoreplace window to fit purchase information text if it is too large (r11989)
- Fix: Build system ignored changes to table/control_codes.h which require strgen to be rebuilt (r11986)
- Fix: Also draw corner shores under rail tracks (r11984)
- Fix: Use unicode glyph mapping to fix up missing/shuffled sprites in original data files instead of shuffling or skipping sprites directly [FS#1698] (r11981)
- Fix: Industries using results 0D/0E on callback cb29/35 were a bit too eager to close down (r11976)
- Fix: Shore and sea tiles under bridges were converted to canals in old savegames [FS#1684] (r11974)
- Fix: Use grass tiles for corner shores, if shores got replaced by ActionA [FS#1683] (r11973)
- Fix: Old AI should not build fast planes with a small airport in orders(r11972)
- Fix: MP_ROAD can have railbits too - OPF searching over rail of diffen t owner behind crossing (r11967)
- Fix: OPF was searching through depots and normal road stops [FS#1403, FS#1506] (r11966)
- Fix: Tropic zone data was returned incorrectly [FS#1685] (r11964)
- Fix: NewAI could not build any road vehicles when there were any tram grfs loaded (r11958)
- Fix: Disallow building locks and docks on rapids [FS#1675] (r11956)
- Fix: Do not allow modifying roadbits when other roadtypes would need different foundation (r11953)
- Fix: Loading of very old savegames was broken (r11951)
- Fix: Slope detection of bridge ramps. Helps YAPF and Trolly (r11946)
- Fix: FileExists() failed for non latin paths (win32) (r11945)
- Fix: Allow building drive-through road/tram stops at road/tram track that has no owner (r11944)
- Fix: 'BRIDGE_TOO_LOW_FOR_TERRAIN'-check was wrong for steep slopes (r11936)
- Fix: [Autoreplace] Single to dualhead locomotive replacefailed when player had enough money to replace and refit one but not enough to refit the last one as well [FS#1624] (r11929)
- Fix: [Autoreplace] Autoreplace could refit train engines to the wrong cargo type if the old engine had no cargo capacity and the new one had (r11928)
- Fix: Loading old, pre savegame version 2, savegames (r11925)
- Fix: AI was reading wrong tile slope while building road bridge (r11917)
- Fix: set correctly crossing state after train reversal, train leaving crossing, train crash (r11900)
- Fix: Segmentation faults/wrong frees due uninitialized memory in the AI [FS#1658] (r11887)
- Fix: Assert when trying to remove rail from a house or industry tile [FS#1663,FS#1665-6-7-8,FS#1680,FS#1686-7-8 FS#1715 FS#1742 FS#1771 FS#1776](r11883)
- Fix: Crash in MP in vehicle group window if the currently selected group is deleted by another player (r11878)
- Fix: Another way to crash competitors' train in a station (r11877)
- Fix: Automatically sending aircraft to depot for autoreplace/renew is now triggered by the correct conditions (r11875)
- Fix: EngineHasReplacementForPlayer() did not look in ALL_GROUP (r11872)
- Fix: Do not update signals after each tile when building/removing a large block of track/signals/station [FS#1074] (r11871)
- Fix: Slow down train when approaching tile we cannot enter in more cases (r11870)
- Fix: Do not make crossing red when we cannot enter it in any case (r11870)
0.6.0-beta3 (2008-01-16)
------------------------------------------------------------------------
- Feature: Replaced fixed size custom name array. Names are now attached to their object directly and there is no limit to the amount of names (r11822)
- Feature: Add drag-n-drop support to the raise/lower land tools. Land is raised/lowered at the start and the rest of the area levelled to match (r11759)
- Feature: Add support for NewGRF's train 'tilt' flag. Trains with tilt capability (specific details are per NewGRF set) will be given a 20% speed limit bonus on curves (r11741)
- Feature: Added sorting for cost, running costs and speed to road vehicles and ships build windows (r11710)
- Feature: List neutral stations where the player has service in the station list too (r11670)
- Feature: Check whether (some) characters are missing in the current 'font' for the 'currently' chosen language and give a warning when that does happen (r11646)
- Feature: Support shore replacement via Action 5 (r11726)
- Fix: When two NewGRFs 'fight' to define the same cargo it could happen that the strings are defined by one cargo and the 'action2' by another and when one assumes that both come from the same NewGRF [FS#1559] (r11862)
- Fix: Recompute town population when removing a 'newhouses' grf, or when loading a game with missing 'newhouses' grfs [FS#1335] (r11855)
- Fix: Road vehicle count was incorrect in network lobby window (r11844)
- Fix: Mark dirty canal tile even in diagonal direction from flooded tile, draw correctly canal next to half flooded rail tile (r11843, r11838)
- Fix: At least one instance of dmusic driver is needed for it to be registered and usable (r11826)
- Fix: An articulated road vehicle could split up when it turned around at a corner and then would enter a drive through station at the next tile [FS#1627] (r11825)
- Fix: Switch _screen to the output buffer and disable usage of 32bpp-anim animation buffer during giant screenshots [FS#1602] (r11813)
- Fix: Do not crash trains when leaving depot to a very long track [FS#716] (r11802)
- Fix: Take town rating into account when testing if a command can be executed [FS#1616] (r11795)
- Fix: Reversing a train when loading at a station with an adjacent station in the same axis crashed [FS#1632] (r11794)
- Fix: Group names got not deallocated in the command test run [FS#1614] (r11743)
- Fix: Run window tick events when paused, so that news pop-ups and the about window still progress. For other windows the events are ignored when paused [FS#1319] (r11742)
- Fix: Modify and possibly discard key events for code points in the unicode private use area [FS#1610] (r11740)
- Fix: Set the new scroll position after zooming in instead of before, as the zoom will cancel it out [FS#1609] (r11739)
- Fix: Do not reset loading indicator IDs when only reloading NewGRFs [FS#1574] (r11735)
- Fix: Elrail merge gave elrail, monorail & maglev unintended speed bonuses for curves, as the bonus was based on the railtype index. The bonus is now specified by a property of the railtype (r11732)
- Fix: Clear sprite override data before performing NewGRF wagon attach callback. This stopped the callback working for autoreplace and when moving wagons from train to train in a depot [FS#1582] ( r11731)
- Fix: If there are no houses that can be build in a specific year yet, force the houses with the earliest introduction year to be available [FS#1577] (r11727)
- Fix: Make it impossible (for users) to circumvent the length checking of the NewGRF 'allow wagon attach' callback by moving several wagons at a time (r11724)
- Fix: Do not put more than one Random() in function calls because parameter evaluation order is not guaranteed in the C++ standard [FS#1561] (r11716)
- Fix: Do not allow player inauguration date on scenarios to be bigger than current year [FS#1569] (r11714)
- Fix: Add more house string id ranges to MapGRFStringID so NewGRFs use the proper string ids (r11712)
- Fix: Do not allow refitting flooded (destroyed) vehicles (r11707)
- Fix: Trains could have sprites with wrong direction when reversing, also was inconsistent with save/load process [FS#1557] (r11705)
- Fix: When removing buoys, return to water or canal depending on their owner (r11666)
- Fix: Animation informations should not be copied from original industry tile spec, while doing an action 00, industry tile, prop 08 (r11665)
- Fix: Do not allow modifying non-uniform stations when non-uniform stations are disabled [FS#1563] (r11659)
- Fix: 'Initialised' NewGRFs could still be deactivated in the later 'activation' pass (r11650)
- Fix: Vehicles were still followed when sold [FS#1541] (r11632)
- Fix: Many viewports could crash the scenario editor [FS#1527] (r11629)
- Fix: Popping from text reference stack must be done in a precise order. But some compiler (MSVC) over optimised it and inverted this order [FS#1532] (r11627)
- Fix: There were still some cases where one could not build a tram track, but the tram could become blocked [FS#1525] (r11621)
- Fix: Do not make crossing red behind depot the train is entering [FS#1531] (r11619)
- Fix: Buoys are just waypoints, so do not allow load/unload/transfer for them (r11618)
- Fix: Sometimes large values could go off the chart [FS#1526] (r11616)
- Fix: Temperate banks can only be built in towns (over a house) (r11615)
0.6.0-beta2 (2007-12-09)
------------------------------------------------------------------------
- Feature: Allow setting a default password for new companies in network games (r11556)
- Feature: Signal selection GUI for the ones that really like to use that over CTRL (r11547)
- Feature: Make the bridge selection window resizable (r11539)
- Feature: [OSX] Added support for using Quartz instead of Quickdraw in windowed mode on OS X 10.4 and higher (r11496)
- Feature: Allow to resize on creation the smallmap gui in order to show all the types industry available, allow to enable/disable individually or all at once, the industries shown on small map (r11474)
- Codechange: Send and store the passwords a little more secure to/in the servers (r11557)
- Fix: Wrong error messages were shown when trying to build some industries in the scenario editor [FS#1524] (r11609)
- Fix: [NewGRF] Do not trigger industries, but only the industry's tiles (r11608)
- Fix: Wrong count of Kirby trains when a ship was build [FS#1482] (r11605)
- Fix: Tiles were not marked dirty in some cases when removing a lock or flooding (r11582, r11604)
- Fix: Make price for railtype conversion more realistic; conversion should not be more expensive than removing and rebuilding [FS#1481] (r11603)
- Fix: Do not allow changing network only patches settings from console when not in network game (r11594)
- Fix: IsSlopeRefused() result was half wrong causing banks to be built on wrong places (r11590)
- Fix: When ship depots got destroyed they always returned to water, even when it should have been canals [FS#1514] (r11589)
- Fix: The one way road button was not reset on abort (r11587)
- Fix: Windows could get completely missing when one resized the window to something very small [FS#1484] (r11583)
- Fix: Invalidate 'list trains/roadvehs/ships/planes' widgets when station part is added/removed so it does not become glitchy (r11577)
- Fix: Flood train stations when there are no trains on border tiles too (r11574, r11570)
- Fix: Reinitialise windows system before loading a savegame because not doing so can cause crashes [FS#1494] (r11572)
- Fix: Road vehicle getting to the wrong side of a station when trying to overtake in there [FS#1493] (r11571)
- Fix: Full paths sometimes did not work correctly [FS#1480] (r11568)
- Fix: Break the chain before moving a vehicle after another in the same chain instead of causing an infinite loop [FS#1512] (r11566)
- Fix: Aircraft sometimes stopped mid-air when the airport got destroyed [FS#1503] (r11562)
- Fix: Group list was not updated when removing the last group [FS#1504] (r11561)
- Fix: Overflow when drawing graphics with high company values [FS#1505] (r11558)
- Fix: If ever the air/heliport is suddenly not available while the "chopper" is descending, just go back into flying instead of stopping mid air [FS#1496] (r11546)
- Fix: Cargo translation was sometimes done when it should not be done [FS#1501] (r11544)
- Fix: [OSX] Detect statvfs at runtime (based on OSX version) instead of compile time. This should prevent a crash on OSX 10.3 with the precompiled binaries (in the load/save windows) (r11541)
- Fix: [OSX] Do not try to compile the quartz video driver on OSX 10.3 as it will fail (r11540)
- Fix: Do not do all kinds of 'updates' for town, waypoint, station and other signs when you have not converted the map to the 'current' format as that means you are going to read data in the 'old' format when you assume that it is in the 'current' format, which is eventually going to break (r11525)
- Fix: Assertion when tram reversed at a station [FS#1485] (r11524)
- Fix: The scrollbar of the network gui could run out of bounds (r11522)
- Fix: [OSX] The cocoa video driver let the mouse cursor escape the window when using rmb scrolling (r11520)
- Fix: Signs totally illegible when transparant signs is turned on and zoomed out more than one level [FS#1463] (r11507)
- Fix: Selling vehicles could cause the window of others to scroll to that location [FS#1471] (r11506)
- Fix: Do not do standard production change if callbacks 29/35 failed, disable smooth economy for industries using callbacks 29/35 (r11502)
- Fix: Two small layout issues with the vehicle grouping GUI (r11478)
- Fix: A road vehicle must not show that it is driving max speed when it is standing still waiting for the vehicle in from of it [FS#1451] (r11477)
- Fix: OpenBSD has ALIGN already defined, causing compilation failures [FS#1450] (r11467)
- Fix: Operator priority problem resulting in problematic autoroad placement in some cases (r11466)
0.6.0-beta1 (2007-11-18)
------------------------------------------------------------------------
- Feature: Make news messages related to the industry (production) changes better configurable; you can now disable news messages popping up for industries you are not servicing (r11442)
- Feature: When sorting stations by cargo sum, only sum the cargoes that are selected in the filter (r11437)
- Feature: Show all players who have shares, not just the first two (r11435)
- Feature: Make OTTD's sprites replaceable using Action 5 and make replacing contiguous subsets of sprites in for some types possible in Action 5 (r11433)
- Feature: Allow town-bridges to be build on slopes (r11395)
- Feature: Auto-road; same as auto-rail, but for road and trams and only on X and Y direction (r11339)
- Feature: OTTD version checking for NewGRFs. This allows NewGRFs to do something different for different versions of OpenTTD, like disabling it for too low versions or loading different graphics (r11330)
- Feature: Half tile- and anti-zig-zag-foundations (r11319)
- Feature: Control-Clicking the Centre Main View button on the vehicle window allows the main viewport to follow the chosen vehicle (r11304)
- Feature: User customisable faces (r11269)
- Feature: Make more advanced rail types more expensive to build (r11265)
- Feature: Implement the "moreanimation" feature of TTDP, so we can properly support newindustries (r11228)
- Feature: [NewGRF] Add support for newindustries (r11204)
- Feature: Sort the NewGRFs by name, making searching a specific NewGRF a lot easier (r11175)
- Feature: Add possibility to show the bounding boxes of sprites using CTRL-B so one can get a better understanding of the used bounding boxes to fix the glitches that still exist. Note that showing the bounding boxes is not glitch free; it only gives you some knowledge where the bounding boxes are (r11174)
- Feature: Remove the arbitrary limit of 10 articulated parts for a vehicle (r11120)
- Feature: Autoslope, changing of slopes of tiles that already have something build on them. Does not work for tiles of houses/industries/stations that do not allow autosloping (r11107)
- Feature: Support for encapsulating files into a .tar file; you can pack all files in your data/ directory in how ever many .tar files you like, keeping the directory-structure equal to the unpacked version, and OpenTTD can handle them just like the files were unpacked (r11106)
- Feature: Allow slopes under statues (r11069)
- Feature: [OSX] Added more options for right click emulation (controlled from the interface tab in the patch window) (r10996)
- Feature: Allow building and removing tracks and signals when there is a train on a parallel diagonal track that does not interact with this one (r10922)
- Feature: Added TileHeight to the Land Area Information tool [FS#653] (r10878)
- Feature: [OSX] OpenTTD will now pick the same language as finder is set to if no config file is found (r10851)
- Feature: Provide an infrastructure to have resizable windows that are smaller than the default window size. Useful for playing on very low resolution systems (r10704)
- Feature: Support for autosave_on_exit in the console, so dedicated servers can use it (r10658)
- Feature: Add a soft limit of 4096 "entities" in a station's waiting queue and a hard limit of 32768 so (malicious) people cannot cause a "denial of service" attack by filling cargo lists (r10555)
- Feature: Replace all the windows for Industry building by a more flexible one (r10496)
- Feature: Support for "prospecting" raw industries, i.e. you pay an amount of money and then it might (with a given chance) build a raw industry somewhere on the map (r10451)
- Feature: Automatic signal completion, enabled by pressing CTRL when dragging signals. Signals will continue following track until an existing signal, junction or station are reached. This currently replaces the existing use of CTRL-drag for changing existing signal type (r10437)
- Feature: New sign editor features including switching to previous/next sign (r10401)
- Feature: Disallow (in the GUI) the building of infrastructure you do not have available vehicles for. This means that the airport building button is disabled till you can actually build aircraft. The game itself will not disallow you to build the infrastructure and this "new" behaviour can be overridden with a patch setting [FS#669] (r10353)
- Feature: Add the possibility of automatically filling in timetables based on the times from the first (or subsequent) run-throughs (r10331)
- Feature: Option to select the "default" rail type when you start a new game or load a game. This is done either static, i.e. rail, electrified rail, monorail and maglev, or dynamic which takes either the first or last available railtype or the railtype that is used most on the map [FS#812] (r10329)
- Feature: Give a better explanation why the loading of a savegame failed and do not crash on loading savegames that were altered by patches or branches [FS#917] (r10300)
- Feature: A sticky button for the client list window [FS#885] (r10293)
- Feature: Allow double-clicking on certain places: add NewGRF window, build-vehicle and town-action (r10265, r10267)
- Feature: Loading indicator, which shows in % how full a vehicle is while loading/unloading (r10254)
- Feature: Introduce a form of timetabling for vehicles (r10236)
- Feature: [NewGRF] Add support for action 0F (town name generator) (r10211)
- Feature: Add support for personal directories on Windows (r10182)
- Feature: Add support for anti aliased typefaces via FreeType. This is configurable for each font size in the configuration settings and requires using the 32bpp blitter and suitable fonts (r10166)
- Feature: 32 bpp sprite support and dedicated driver does not blit nor render by default. Can be overruled by user (r10121)
- Feature: Add support for articulated road vehicles (r10097)
- Feature: Allow moving of orders instead of removing them and readding them somewhere else [FS#828] (r10071)
- Feature: Replace hard coded spritecache size with a configuration option, sprite_cache_size. The default size is 2MB and the value can range from 1 to 64MB. If you experience slow-downs when scrolling the map, try increasing this setting (r10042)
- Feature: Skip to the selected order in the order list when clicking on the "skip" button while pressing CTRL [FS#760] (r10033)
- Feature: Sort the strings in server language dropdown and the town names dropdown (r10032, r10036)
- Feature: Build windows of trains, road vehicles and ships can now be sorted by cargo capacity (planes already had this option) (r10024)
- Feature: More languages flags for servers [FS#790] (r10017)
- Feature: Allow different signal types on one tile [FS#362] (r10006)
- Feature: Support for oneway roads (r9999)
- Feature: Add smooth viewport scrolling. This must be enabled with patch setting 'smooth_scroll' (r9962)
- Feature: Allow terraforming under bridges (r9950)
- Feature: Support for trams (r9923)
- Feature: Allow building new stations adjacent to existing stations by holding down control (r9905)
- Feature: Add one new zoom-out level: 8 times (r9884)
- Feature: Advanced vehicle lists a.k.a. group interface. Now you can make groups of vehicles and perform all kinds of tasks on that given group (r9874)
- Feature: Make "improved loading" a proper improved loading instead of loading one (semi-)random vehicle at a time. Furthermore fill multiple vehicles at once when there is enough cargo to do so (r9838)
- Feature: Add drag and drop removal of station tiles (r9810)
- Feature: Support for "curvature info", Action 2 for train, variable 45 (r9803)
- Feature: [NewGRF] Add action 1, 2 and 3 support for canals (r9797)
- Feature: Add the possibility to choose different road patterns for towns to use (r9779)
- Feature: Add an option to automatically pause when starting a new game (r9734)
- Feature: Add the concept of cities. A (configurable) proportion of towns can start off larger, and will grow twice as quickly as other towns (r9667)
- Feature: Add NewGRF Action 5 (Sprite Replacement) support for 2cc colour maps, airport, and road stop sprites (r9645)
- Feature: Increase cargo types from 12 to 32 and enable newcargo flag in NewGRF loader (r9638)
- Feature: Make it possible to have some control over the town growth (r9613)
- Feature: Add list_patches console command. This shows all patches along with their current values (r9565)
- Feature: Add more finer control to transparency options, including a new toolbar (r9563)
- Feature: Add support for variable snow lines in the arctic climate, supplied by NewGRF files (r9371)
- Feature: [NewGRF] Add support for newhouses (r9315)
- Feature: [NewGRF] Add support for Action 13, which allows you to translate GRF-specific texts. The translations will only be shown if you are using a language with a GRF language id and if a string has not already been set specifically for the language you are using (r9037)
- Feature: Translation dependant formatting of dates (r8906)
- Feature: If an action 7/9 leads to skipping the rest of the file, disable the NewGRF if an action 8 has not been encountered yet (r8831)
- Feature: Stop loading and disable the current NewGRF if a fatal error message in Action B is encountered. Also be more strict on the values accepted (r8830)
- Feature: Build aircraft windows will no longer show aircraft that cannot use the airport in question (r8771)
- Feature: Drive-through road stops (r8735)
- Feature: Allow upgrading bridges by building a new bridge over the top (r8567)
- Feature: Provide aircraft with vertical separation depending on their altitude and velocity (r8534)
- Feature: When linking the terraform toolbar to the build toolbars place them side by side instead of on top of each other (r8436)
- Feature: The vehicle build windows are now resizable in horizontal direction as well (r8331, r8336, r8338)
- Feature: Automatically build semaphores before a configurable date, which can be set by each network player separately (r8151)
- Feature: Increase sprite limit from 16384 sprites to 16777216 sprites (r8128, r8129)
- Feature: Add the ability to load savegames when you do not have the exact GRF files in your list. GRF files that are found based on GRF ID (but not on matching md5sum) are used instead of disabling them. This does not affect MP games, there you still need an exact match (r8106)
- Feature: Show the activated status of the GRF list after pressing 'apply' in the NewGRF window, instead of the local list (r8094)
- Feature: The station list does now remember the sort settings (r8065)
- Feature: Make it possible to override the bind address and port of a dedicated server from the command line (r7802)
- Feature: Add command line option to prevent saving of high score and configuration on exit and a console command to manually initiate a configuration save (r7801)
- Feature: Add support for tractive effort to 'realistic' acceleration (r7592)
- Feature: Allow to build bridges of arbitrary rail/road combinations (including signals) (r7573)
- Codechange: Do not allow configuration changes, that NewGRFs can directly use to change their behaviour, during network games as this can cause desyncs (r11452)
- Codechange: Make opening a new toolbar not overlapping its parent one, by locating it under the parent, and aligned with the left side of it [FS#1310] (r11256)
- Codechange: Do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game (r11011)
- Codechange: Cache expensive NewGRF station variables during sprite lookups/callbacks (r10509)
- Codechange: Keep track of the origin, time of travel and accumulated feeder share (transfers) of individual pieces of cargo. This means that cargo is not thrown on a big pile when it is put in a station or unloaded at a station, however the GUI does not reflect these changes yet so you will not actually see it (r10266)
- Codechange: Do not limit the cost of tunnels (r10248)
- Codechange: Add new vehicle hash table for collision detection and finding vehicles on a tile. The hash area scanned is far smaller than the old hash table, which is now used for viewport updates only. This should give a significant performance improvement for games with many vehicles (r10111)
- Codechange: Do not redraw all station tiles when cargo is added or removed if the station has no custom graphics (r10062)
- Codechange: Add some support for NewGRF var 7D, temporary storage array (r9707)
- Codechange: Add support for returning 'ttdpatch variables' (Action D) (r9701)
- Codechange: Implement NewGRF callback 36, which allows changing of various properties which were previously static (r9671 and several others)
- Codechange: Add support for multiple 'base' directories for NewGRF searching (r9560)
- Codechange: Implement actions 1/2/3 for cargoes, callback handler and custom icon sprites (rmany)
- Codechange: Rename the 'New <vehtype>' button of the global vehicle lists to 'Available <vehtype>' as it is a view-only list, not one from which you can purchase (rolling) stock (r8420)
- Codechange: Remove the landscaping button from the build toolbars (r8143)
- Codechange: [NewGRF] Do not mark as unsafe those NewGRFs that set their own parameters (via action D) and/or change only bridge sprite table layouts (action 0, property D) (r7831)
- Fix: The CHANCE16 functions were biased; a 32768 in 65536 chance was really a 32769 in 65536 chance (r11454)
- Fix: Do not create shores in canyons (r11438)
- Fix: Starting OpenTTD with DOS files made it look weird out of the box (r11433)
- Fix: Properly support genders coming from NewGRFs instead of crashing [FS#1430] (r11422)
- Fix: Do not ignore the autorenew settings for new games when creating a new game [FS#1428] (r11415)
- Fix: Do not do a 270 degree turn when 90 degrees is enough on a commuter airport [FS#1422] (r11408)
- Fix: In rare cases OpenTTD could segfault when resizing and scroll the main window (r11405)
- Fix: Manually replacing a vehicle with shared orders makes it lose it is order index and service interval [FS1384] (r11370)
- Fix: Road vehicles must not drive through each other on bridges/in tunnels [FS#1258] (r11366)
- Fix: When stopping a ship or aircraft, set their speed to 0 so they will not continue at the speed where they were stopped at [FS#1288] (r11365)
- Fix: Cloning vehicles with non-standard sub-cargotypes (i.e. livery refits) failed [FS#1380] (r11362)
- Fix: Loading too many GRFs was not handled gracefully causing crashes and such [FS#1377] (r11355)
- Fix: Add missing elrail sprites for some rail build buttons/cursors (r11350)
- Fix: Trees can now be planted on bare land without making it grassy, planting tree in desert does not make it grassy for the first tile-cycle and when a tree dies in desert, it no longer becomes a snowy tile for the first tile-cycle (r11244)
- Fix: The explosion vehicles were placed too far to the south [FS#1312] (r11234)
- Fix: One could sell vehicles that were crashed in a depot, which would still yield money/one could construct trains of crashed vehicles [FS#1307, FS#1228] (r11229, r11230)
- Fix: Electric trains were not shown as stopped in depots when converting it from elrail -> normal rail [FS#1260] (r11167)
- Fix: A lot of graphical glitches by changing some bounding boxes. It is not perfect yet, but a *very* good step into the right direction (r11128)
- Fix: When autorenew is enabled and it cannot renew the vehicle anymore (because the player cannot build the engine), the ageing warnings as if autorenew is not enabled are shown [FS#553] (r11064)
- Fix: Inconsistency between rail<->elrail conversions of different kinds of rail containing tiles (normal rail, stations, depots, etc) [FS#1182] (r11059)
- Fix: Crash when having the Finance window opened of the player you are cheating to [FS#1177] (r11028)
- Fix: Switching players (using the cheat) crashed on Big Endian machines [FS#1150] (r11023)
- Fix: The canal border determination did not take oil rigs into consideration (r11022)
- Fix: Do not display income/expenses when they do not belong to a "valid" tile, like the money cheat/giving money [FS#1175] (r11021)
- Fix: One could not give money when (s)he had too much money or rather: when casting the amount of money to an int32 becomes negative [FS#1174] (r11020)
- Fix: When determining the gender of a string, do not assume that the gender is in the front of the string when there can be case switching code at that location [FS#1104] (r10792)
- Fix: Determining whether there is a tunnel going under the lowered area is only needed in two directions instead of all four, so take the directions (one for each axis) to the nearest border (along the given axis) [FS#1058] (r10686)
- Fix: Graphical glitches when the "link landscape toolbar" patch is turned on when opening one of the construction toolbars [FS#1076] (r10685)
- Fix: Trolly AI did not know about steep slopes, and used wrong tileh in some cases [FS#1070] (r10655)
- Fix: Be consistent with the space between the company name and the player number, i.e. always put a space between them [FS#1052] (r10627)
- Fix: [YAPF] Ships received curve penalty for non-diagonal straight move (r10578)
- Fix: Do not segfault when you quit in the end-of-the-game screen [FS#1020] (r10548)
- Fix: When Cheat-Window is open and a new month happens, the window was not redrawn instantly (r10547)
- Fix: You can now have both Available Train as Available Ship window open [FS#1026] (r10546)
- Fix: Cargo payment rates overflow and cargo payment rates diverge from cost rates making it impossible to make any profit after a certain number of years. Both are solved by stopping the inflation after 170 years; there is absolutely no point in continuing the inflation after that as it only makes the game have overflows at some point that cannot be solved; using larger variables only delays the inevitable [FS#1028] (r10541)
- Fix: Error dialog was sometimes shown on all clients when a command failed instead of only the client that actually did the command [FS#1015] (r10501)
- Fix: The network protocol check for required NewGRFs sent static NewGRFs too (r10414)
- Fix: When landscape generating, allow for 200ms between screen updates instead of updating every 200ms. Previously slow screen updates would result in very slow map generation (r10396)
- Fix: One could only build a limited number of stations before one had to rename them [FS#278] (r10320)
- Fix: Acceleration not calculated properly when a train goes up a hill between tunnels [FS#786] (r10317)
- Fix: [YAPF] Now it is no longer needed to invalidate the YAPF segment cache every tick in MP (read performance increase). Segment cost now does not contain the curves between segments. As a result the cache should be now accurate (r10302)
- Fix: [YAPF] Assertion triggered in some special cases [FS#901] (r10301)
- Fix: Flush stdout on dedicated server output to ensure an update of stdout [FS#775] (r10295)
- Fix: With smooth_economy, when industry production hit 32, it stayed there for ever. Give it some chance to get out of that uber-lowness (although it is a very slim chance, at least it has one) (r10290)
- Fix: Also age engines that are not front-engines [FS#202] (r10288)
- Fix: Money overflow bugs in many locations [FS#723] (r10212)
- Fix: Fix issues related to fixed names, fixed places of files/directories and application bundles [FS#153, FS#193, FS#502, FS#816, FS#854] (r10182)
- Fix: A vehicle without visual effects is not per definition unpowered (r9802)
- Fix: Do not assume that trains running on monorail/maglev cannot smoke/spark (r9801)
- Fix: Play sound effects based on the engine class, not the rail type (r9800)
- Fix: Separate engine class and engine running cost class (r9799)
- Fix: Clone vehicles will no longer refit for free (r9689)
- Fix: Improved loading does not use a huge amount of processing power anymore when having a lot of trains [FS#423] (r9683)
- Fix: Truncate the NewGRF information text in the NewGRF GUI if it is too long (r9449)
- Fix: Cancel in password queries reduces amount of players in the network game when they have not joined the game yet [FS#688] r9378
- Fix: If all news-setting buttons show 'full', make the ALL-button show 'full' too (r9137)
- Fix: Open and close messages now have their own setting, so you can hide economy changes, but do show open/close of industries [FS#525] (r9097)
- Fix: Do not make owner signs transparent, as then you loose the information who it owns [FS#637] (r9067)
- Fix: Store the owner of a statue, so when it gets removed, the town is notified of it [FS#638] (r9066)
- Fix: Inactive connections are not automatically kicked, i.e. people who only open a telnet (or similar) connection to a server [FS#115] (r9038)
- Fix: Do not select a disabled platform length/number of track count when going out of drag-drop mode [FS#450] (r8999)
- Fix: Make an aircraft at 400 km/h go as fast as a train at 400 km/h (r8973)
- Fix: You were unable to build roads in the scenario editor when there is no town 0, even though there are other towns (r8608)
- Fix: Road Vehicles now can obtain a slot even if the station is very spread out [FS#577] (r8536)
- Fix: Allow lumber mill to cut trees only when they are full grown (r8535)
- Fix: Segmentation fault when the toolbar gets removed and you have selected one of the items in a sub menu of the toolbar (r8533)
- Fix: Remove phantom oil rigs sometimes present in old savegames (r8485)
- Fix: When a station is removed, vehicles do not get excessive payment any longer, as the origin TILE is now stored as long as the origin STATION for the transported cargoes (r8144)
- Fix: The game could crash when the chat key (<ENTER>) is pressed too vehemently during the join of the game. Your client's id does not exist in the clients list yet, and returns NULL (r8132)
- Fix: Rail vehicles can no longer enter tunnels or bridgeheads with wrong railtype (r7976)
- Fix: When path finding onto a bridge or tunnel end from previous tile (but not warping from the opposite end) check the enter direction. This fixes signal setting if a rail ends on the top of a tunnel end (r7718)
- Fix: When following path for signals, do not skip back to the previous tile, as for tunnels and bridge ends the entering direction is wrong (r7717)
- Fix: [YAPF] suppress 'Train is lost' message if path finding ended on the first two-way red signal due to YAPF.rail_firstred_twoway_eol option (r7628)
- Fix: [OPF] signal update was incorrectly propagated (r7620)
0.5.3 (2007-09-15)
------------------------------------------------------------------------
- Fix: Possible NULL pointer dereference that could be triggered remotely (r11074)
- Fix: Removing CMD_AUTO from some commands could remotely trigger an assertion [FS#1179] (r11040)
- Fix: Underflow that caused overflows in the performance rating [FS#1179] (r11039)
- Fix: [Windows] MIDI does not stop when closing openttd [FS#1164] (r11029)
- Fix: Do not unconditionally assume that a tile has a depot (r11027)
- Fix: Give a more correct error when building some things on tile 0 [FS#1173] (r11024)
- Fix: Do not display income/expenses when they do not belong to a "valid" tile, like the money cheat and giving money [FS#1175] (r11021)
- Fix: One could not give money when (s)he had too much money [FS#1174] (r11020)
- Fix: Disallow buying/selling shares in your own company or a bankrupt company [FS#1169] (r11018)
- Fix: Crash when quiting the game in one of the end score windows [FS#1218] (r11071)
0.5.3-RC3 (2007-08-30)
------------------------------------------------------------------------
- Fix: Spectators are not allowed to issue commands (r11006)
- Fix: Make the AI not crash when it has ships as the AI does not support them [FS#1133] (r10942)
- Fix: Trains would not get flooded when they are at the lower part of a tile that would become a coast tile after flooding [FS#1127] (r10892)
- Fix: Removing road with the road removal tool would also work with a negative bank account, making the bank account even more negative than it was [FS#1125] (r10890)
- Fix: Some isocodes were wrong, resulting in some NewGRF not working properly for the affected languages (r10877)
- Fix: [Windows] Do not try to minimise or restore the window when closing OpenTTD [FS#998] (r10835)
- Fix: Trains going over bridges would get the "going down hill" accelerate bonus, which causes trains to go faster on bridges than they would be going on level land [FS#1096] (r10739)
- Fix: Trains being split into two pieces when loading an old savegame [FS#1062] (r10735)
- Fix: [OS/2] Fix chdir problem with open/save dialog (r10650)
- Fix: One could not remove locks that were build in a (very) old version of OpenTTD [FS#1038] (r10593)
- Fix: One cannot navigate using arrow keys in the game name text box [FS#1038] (r10500)
- Fix: Ship's maximum speed wrongly shown [FS#1013] (r10497)
- Fix: [OSX] Of the resolution is changed to something that is too high for the monitor, then it is reduced to fit the monitor size, solving several crashes and graphical glitches [FS#458] (r10410)
- Fix: NPF was leaking memory each time it got initialized, except for the first time (r10357)
- Fix: [YAPF] 'target_seen' flag that is set prematurely in some cases (1 tile long cached segment followed by target station) which caused asserts to trigger [FS#884] (r10199)
0.5.3-RC2 (2007-07-07)
------------------------------------------------------------------------
- Fix: Visual glitches when a window is resized in the WE_CREATE callback (r10465)
- Fix: [Windows] _wnd.has_focus was not properly set after using ALT-TAB [FS#962] (r10399)
0.5.3-RC1 (2007-06-28)
------------------------------------------------------------------------
- Feature: Make the client list window (for network games) stickyable (r10293)
- Feature: console command to get the current game date (r10137)
- Fix: Waypoints could be renamed when you are not the owner (r10368)
- Fix: Smooth economy did not close primary industries and it allowed increasing of production of industries that should not have rising productions (r10348, r10347, r10290)
- Fix: Acceleration for trains on slopes is not calculated properly [FS#786] (r10344, r10317)
- Fix: The 'old' pathfinders (OPF and NPF) for road vehicles could not find a path when in a tunnel [FS#290] (r10345)
- Fix: Only add the autoreplace menu when autoreplace actually knows about the group [FS#880] (r10337)
- Fix: Signal state sometimes not properly set when the signal "pathfinder" reached the end of a line [FS#910] (r10336)
- Fix: News messages were shown over the endgame/highscore windows [FS#943] (r10333)
- Fix: Rail could be destroyed when building tunnels (r10306)
- Fix: Flush the output of the dedicated server console (r10295)
- Fix: The "pause" key did not work in the scenario editor (r10294)
- Fix: Age non-front engines too (so when you move engines around in the depot they do not get age 0 when they are much older [FS#202] (r10288)
- Fix: Do not make everyone spectator if 1 joining client failed to create new company (r10284)
- Fix: Remove invalid characters (for the file system) from savegame names [FS#916, FS#850] (r10272, r10116)
- Fix: Some old savegames could have the wrong bits unset (r10268, r10147)
- Fix: Do not look in every direction for tunnels when building one, one direction is enough (r10258)
- Fix: [Windows] Do not mess desktop when using ALT-TAB [FS#876] (r10251, r10186)
- Fix: Take the age of the front vehicle for station rating (r10246)
- Fix: Terraforming wipes out canals. Now you always have to remove the canal before terraforming, instead of "just" removing the canal [FS#594] (r10240)
- Fix: Only 2 trains could crash at one time as collision checking stopped on the first hit. This could technically cause desyncs in network games as the collision hash order is not guaranteed [FS#892] (r10222)
- Fix: Land under foundations was terraform when it should not be terraformed [FS#882, FS#890] (r10219)
- Fix: Do not make a 270 degree turn on the international airport when a 90 degree turn is enough (r10187)
- Fix: Crash when trying to get the aircraft movement state of an aircraft going to a just deleted airport [FS#874] (r10165)
- Fix: Airports did not flood when there are aircraft on the airport [FS#601] (r10155)
- Fix: Some vehicles were not drawn when having a high resolution and a high zoom-out level [FS#870] (r10154)
- Fix: Vehicles disappear when crossing certain tiles [FS#869] (r10153)
- Fix: Train disconnects in some old TTD savegames [FS#862] (10151)
- Fix: OpenTTD assumes that the resolution is at least 1 by 1, so force the resolution to be always at least 1 by 1 (r10139)
- Fix: When you got a sufficiently small resolution, there is a possibility for a division by zero when a sound is played (r10138)
- Fix: When removing a dock, a ship will always try to reach the old location of the dock even when it cannot anymore because it the old location of the dock is now land instead of water [FS#810] (r10131)
- Fix: SetCurrentGrfLangID returned the wrong language ids for most languages (r10130)
- Fix: Some NewGRFs use the same (unused in the "current" climate) sprite IDs. Normally this gives some artefacts, but when one NewGRF expects it to be a sprite and another NewGRF overwrites it with a non-sprite nasty things happen (drawing a non-sprite crashes OTTD) [FS#838] (r10109)
- Fix: Multiple subsequent "give money" actions could result in duplicate messages that money has been transfered when it only happened once, or tell you paid money when you did not [FS#834, FS#839] (r10087, r10085)
- Fix: "Deactivate Electrified Railways" did not work [FS#836] (10083)
- Fix: Memory leaks in the networking code [FS#846, FS#844] (r10082, r10075)
- Fix: Coverage area highlight was still show when it was turned off for docks [FS#835] (r10068)
- Fix: Do not use override engine type for articulated wagon parts (r10048)
- Fix: Sprite resulting from '?' substitution was reloaded into the cache entry for SPR_IMG_QUERY instead of the original sprite cache entry. This resulted in unaccounted missing sprite cache memory, and was exacerbated because the original missing sprite was not cached, so it did it again and again and again. Slowdowns and boom (r10038)
- Fix: One could build on (some) slopes when building on slopes was disabled [FS#823] (r10030)
- Fix: When deleting the first engine of a train with multiple engines, only reopen the train window if the player had the original train window open. This fixes 'random' windows opening for multiple players of the same company (r10028)
- Fix: When selling trains, if there were no wagons between multiheaded engines the rear part could be checked despite having already been deleted (10023)
0.5.2 (2007-05-29)
------------------------------------------------------------------------
- Feature: Add threading support for MorphOS (r9759)
- Fix: Bridges and tunnels were not always removed on bankruptcy, thus leaving tunnels/bridges with an invalid owner that would crash the game when clicking with the query tool on them (r9966)
- Fix: Null pointer dereference under MorphOS and AmigaOS (r9861)
0.5.2-RC1 (2007-05-16)
------------------------------------------------------------------------
- Feature: Windows 95/98/ME check in Windows 2000/XP/2003/Vista builds (r9834)
- Feature: Add password protected status to 'players' (network server) console command (r9771)
- Feature: Add server_lang in [network] section of openttd.cfg (r9716)
- Fix: Loading some TTDP savegames caused an instant assertion on loading (r9857)
- Fix: [NewGRF] Catch occurance of division-by-zero in varaction handling (r9837)
- Fix: Only non dedicated servers cannot have 0 players [FS#765] (r9785)
- Fix: Remove arbitrary limit on length of NewGRF strings (r9775)
- Fix: [NewGRF] Ignore axis-bit of station tile layouts [FS#756] (r9758)
- Fix: [win32] Dead key and open/close console (r9728)
- Fix: When you have closed the "Load game"/"New game" windows which you started from the "start server" menu, you should not start a server when starting a new game [SF#1244842] (r9757)
- Fix: Trains were lost after autorenewal/autoreplace [FS#732] (r9753)
- Fix: Stop flooded towns from building roads on water [FS#598] (r9743)
- Fix: Station signs were not resized when the language changed [FS#672] (r9741)
- Fix: In news history, newlines were not replaced with spaces [FS#677] (r9731)
- Fix: Crash when destroying bridge with train partially on it [FS#738] (r9726)
- Fix: Planes made a 270 degree turn instead of a 90 degree turn on the southern runway of the intercontinental airport [FS#743] (r9725)
- Fix: In-game private messages did not work for clients with high ClientIDs (r9719)
- Fix: Do not allow building of rail vehicles whose railtype is not available (r9718)
- Fix: [YAPF] The guessed path was ignored for ships [FS#736] (r9694)
0.5.1 (2007-04-20)
------------------------------------------------------------------------
(None)
0.5.1-RC3 (2007-04-17)
------------------------------------------------------------------------
- Feature: Add list_patches to console commands; shows all patches and values (r9565)
- Fix: Select "Custom" in the difficulty settings gui when changing a setting [FS#733] (r9647)
- Fix: Building rail on steep slopes ignored build_on_slopes patch setting (r9602)
- Fix: Wrong characters in Finnish town names (r9641)
- Fix: When checking for no vehicle on ground-tiles, do not take into account vehicles that are in the air (r9542)
- Fix: Bankrupt AIs no longer buy over themselves (also added safeguards to prevent in future) (r9540 / r9541)
- Fix: When company is removed, sell all shares of the and in the company (r9533)
- Fix: Crash when 2 or more clients joined at roughly the same time (r9529)
- Fix: Custom currency was overwritten and fix euro introduction (r9467, r9469)
- Fix: Values of diff_custom and snow_line in .cfg were not checked properly (r9455)
- Fix: When deleting a vehicle which has shared orders with one more vehicle and no orders, segfaulted (r9429)
0.5.1-RC2 (2007-03-23)
------------------------------------------------------------------------
- Fix: crashes when the chatbox would be drawn outside of the main window [FS#701] (r9420)
- Fix: reading out of an array caused a segmentation fault [FS#694] (r9394)
0.5.1-RC1 (2007-03-20)
------------------------------------------------------------------------
- Feature: Translation dependant formatting of dates (r8906)
- Feature: Kick inactive initial network connections after some time [FS#115] (r9038, r9061)
- Feature: Add an extra news group for opening and closing of industries (r9097)
- Codechange: Disable shares by default and increase the default maximum distance from edge for oil refineries (r9339)
- Codechange: When you started openttd with '-g' you got the same map every run (r9205)
- Codechange: When all news-setting buttons are 'full', make the for-all button show 'full' too (r9137)
- Codechange: Disable the ability to make flooding water with the canal build tool. In the scenario editor you can still make both canals and flood water at height level 0 [FS#622, FS#629] (r9105, r9115)
- Codechange: The station list, sorted by cargo rating, now takes stations into account that have no cargo waiting [FS#595] (r9062)
- Fix: Close the Shared Order Vehicle List if you remove the shared link with only 2 vehicles (r9338)
- Fix: A34-1000, Z-Shuttle, and Kelling K1 are now listed as small aircraft (r9298)
- Fix: Shared orders got messed up when the 'first' trains got removed in the depot [FS#685] (r9277)
- Fix: Use a less CPU-intensive algorithm to find a random industry for the AI to prevent it slowing down the game [FS#644] (r9251)
- Fix: When loading games, enroute_from was updated in the wrong place, causing issues with TTD savegames/scenarios (r9147)
- Fix: "Train is lost" message is generated incorrectly [FS#676] (r9146)
- Fix: Difficulty level button was not selected when opening the difficulty window (r9117)
- Fix: The wrong catenary wires were drawn for tunnel entrances [FS#612] (r9077)
- Fix: The intercontinental airport used 'T-junction' runway sprites when there is no exit in the middle of the runway as in the city airport [FS#529] (r9076)
- Fix: [win] dedicated console now does not need an extra 'enter' to fully quit [FS#459] (r9074)
- Fix: Take over companies properly in multiplayer games [FS#459] (r9071)
- Fix: When a bribe failed and you have not picked up cargo yet, you would never be able to do so for a given station [FS#404] (r9070)
- Fix: Do not keep on scrolling for non-numeric values in settings, but require reclick [FS#663] (r9064)
- Fix: The personal (.openttd) directories were hidden in the load/save directory listings [FS#652] (r9043)
- Fix: Desync caused by buffer overflow [FS#664] (r9027)
- Fix: When cutting strings into multiple lines also take into consideration whitespace characters of more than 1 byte length (r9012)
- Fix: Play the correct engine sound based on the engine type instead of the sprite (r9009)
- Fix: New locomotive names were not announced in the news, it said "new railway locomotive available - railway locomotive" [FS#581] (r9000, r9001)
- Fix: [NewGRF] Do not select a disabled platform length/number of track count when going out of drag-drop mode [FS#450] (r8999)
- Fix: [win] Resolution doubled in cfg file when fullscreen mode used [FS#642] (r8994)
- Fix: The industry list should also be (re)set when the number of industries is 0 [FS#656] (r8980)
- Fix: [win] Possible buffer overflow if unicode text is pasted into an input box and needs trimming (r8975)
- Fix: [win] Support compilation with the Vista Platform SDK (r8974)
- Fix: Crash on loading savegames with GRFs that do not have their GRF info/name set (r8955)
- Fix: [NewGRF] support for vehicle variable 48 was wrong (r8943)
0.5.0 (2007-02-27)
------------------------------------------------------------------------
- Feature: Add the ability to load newer TTDP games (the tile information for coasts has changed) (r8738)
- Feature: Selecting "end of orders" and deleting will delete all the vehicle's orders (shared mode unchanged) (r8685)
- Codechange: Call GetFirstVehicleInChain only for trains thus increasing performance in large games (r8744)
- Fix: Possible crashes, problems with aircraft and airport removal (r8921)
- Fix: Do not show the 'edit sign' window for spectators (r8808)
- Fix: Adhere order types for ship order insertion to determine destination type (r8802)
- Fix: It was possible to take over buoys by building a station next to them (r8794)
- Fix: Cloning unaware of articulated locomotives that could refit without refitting the front unit (r8777)
- Fix: Loading times for overhanging trains are miscomputed (r8709)
0.5.0-RC5 (2007-02-08)
------------------------------------------------------------------------
- Feature: Requery gameservers that did not respond to their first query (r8520, r8542)
- Feature: Logging of the IP address and port of invalid/illegal UDP packets (r8490)
- Codechange: Replace missing sprites with a red question mark (r8634)
- Codechange: Add Korean, Simplified Chinese and Traditional Chinese languages as an official translation (r8286, r8324, r8616)
- Codechange: Increase the size of the sound/video/music-drivers to 32 bytes (instead of 16) so their actual parameters can be passed. Sound has for example bufsize' and 'hz' (r8497)
- Codechange: Be more strict about language generation and fail any languages not having the mandatory ##name, ##ownname and ##isocode pragma's (r8253)
- Fix: Draw canal edges under buoys that are in a canal (r8635)
- Fix: Buoys on canal tiles do not flood anymore (r8620)
- Fix: Store the ownership of a water tile in the buoy tile and set the ownership of the water tile when the buoy is removed. Prevents certain abuses (r8619)
- Fix: When the currently selected player in the performance details window is no longer active, choose the first active player instead of the first player as that may also be inactive [FS#582] (r8612)
- Fix: Road vehicle very close after another (slower) road vehicle gets its speed reset to 0 when entering a tunnel, which causes a traffic jam outside of the tunnel (r8609)
- Fix: Bridges do not get destroyed when the bridge head gets flooded and there is a vehicle on the bridge [FS#564] (r8593)
- Fix: Road Vehicles now can obtain a slot even if the station is very spread out [FS#577] (r8536)
- Fix: Segmentation fault when the toolbar gets removed and you have selected one of the items in a submenu of the toolbar (r8533)
- Fix: Deleting a vehicle with shared orders, but no orders would fail to reset prev_shared and next_shared (r8294)
0.5.0-RC4 (2007-01-18)
------------------------------------------------------------------------
- Feature: Increase spritecache size to 2MB, will increase performance in games using NewGRF files (r8218)
- Feature: OS/2 support with GCC (Watcom is dropped) (r8042)
- Codechange: Add Japanese, Slovenian language as an official translation and split Norwegian into Bokmal and Nynorsk (r7987, r8084, r8069)
- Codechange: Show error messages about our own data files as a popup, or to stderr if console is available (and not to stdout) (r8013, r8134)
- Codechange: Change the ordering of the network list, compatible servers just missing grf files are below fully compatible servers, not on the bottom (r8118)
- Fix: Return proper error value when unthreaded save fails, prevents server sending 0-sized files (r8171)
- Fix: Network client crashes when a server sends a 0-sized savegame [FS#556] (r8167)
- Fix: Several desync fixes (incorrect roadstop update of old games, autoreplace bugs) [FS#551] (r8137, r8147, r8157)
- Fix: Some disaster-events fixed: combat chopper shoots from right position, submarine once again moves around (r8140, r8158)
- Fix: "out of sprite memory" warning messages due to incorrect assumption of requested memory for sprites (r8133)
- Fix: Bouys are now built and numbered 1..9 not 9..1 [FS#538] (r8123)
- Fix: Clicking for more news properly cycles through the news history backwards, and does not show the first item doubly if it's already open (r8049)
- Fix: Crash when removing a town in the scenario editor while the query window is open for one of the town's tiles (r8030)
- Fix: Overflow of system-ticks was not handled properly, resulting in a possibly unresponsive server/client (r8028)
- Fix: Automatic pause interfering with 'pause_on_join setting' in MP when <shift> is pressed [FS#486] (r8027)
- Fix: Picking up en-route cargo will also have virtual profit deducted for trains aswell (r8026)
- Fix: Out-of-bounds read access on _clients array (harmless) (r7984)
0.5.0-RC3 (2007-01-07)
------------------------------------------------------------------------
- Codechange: Add Lithuanian language as an official translation (r7806)
- Fix: The configure script did not work work for dash, a sh compatible shell [FS#485] (r7893)
- Fix: [OSX] control + enter no longer fullscreens, interfered with team-chat (r7886)
- Fix: Offset engines/wagons by half width in details window; fixes overflowing for display (r7864)
- Fix: [OSX] Remove incorrect debug message about missing grf files (r7766)
- Fix: [sdl] sometimes ALT-TAB could trigger the fast forward (r7727)
0.5.0-RC2 (2006-12-31)
------------------------------------------------------------------------
- General Removed support for OSX older than 10.3.9. Either upgrade, or use 0.4.8 (compatible with OSX 10.2)
- Codechange: Drastically reduce the CPU usage in certain cases (AI using CheckStationSpreadOut()) (r7585)
- Fix: Internal bug in updating the animated_tiles table caused desyncs between (different endian) machines in MP (r7631)
- Fix: Signal update got propagated through incompatible railtypes and under certain circumstances tunnels and rail on top (r7620)
- Fix: Remove landscaping toolbar option from road consturction toolbar in scenario editor [FS#473] (r7586)
- Fix: The server could under certain circumstances tell a client too late to start syncing if it has been waiting to join (r7566)
- Fix: Removing towns in scenario editor did not remove their subsidies causing possible crashes [FS#468] (r7563)
- Fix: Internal and (patches) GUI were disagreeing about autorenew settings [FS#431] (r7561)
- Fix: No new company could be created if more than 8 clients were connected, even if not all 8 companies were used (r7560)
- Fix; Clicking 'full load' could under certain circumstances change the current depot order [FS#456] (r7559)
- Fix: Do not wait till a crashed vehicle is removed before starting to load other vehicles [FS#464] (r7558)
- Fix: MorhpOS compile and install fixes (r7548)
- Fix: Removing rail station cost was calculated on occupied area not on number of tiles with an actual station on (r7547)
0.5.0-RC1 (2006-12-21)
------------------------------------------------------------------------
- General fixes and improvements to TTDPatch's NewGRF format, most noticable are newstations, newsounds, more callbacks and I18n
- Added languages: Bulgarian, Esperanto, Russian, Ukrainian, Languages with proper diacretics: Czech, Hungarian, Turkish
- Feature: Show NewGRF compatability of network games; green for full compatibility, yellow for missing NewGRFs and red for invalid revision (r7505)
- Feature: Load a list of NewGRFs from the config (in the [NewGRF-static] section) that should always be loaded (r7490)
- Feature: Double the length of the cargo and rating indicators in the station list window for better visibility (r7466)
- Feature: NewGRF set up window and browser which allows modification and viewing of NewGRF settings ingame or the main menu (r7357)
- Feature: Support for saving NewGRF settings with savegames (r7348)
- Feature: Add support for gradual (un)loading of vehicles (r7326)
- Feature: Add freight trains patch option which is a multiplier for the weight of cargo on freight trains, to simulate longer heavier trains (r7269)
- Feature: UNICODE/UTF8 support, with (optional) usage of fonts rendered by Freetype instead of sprites. This means full unicode support (input, rendering, file/io) and greatly enhanced internationalization for non-latin languages (utf8) (r7182)
- Feature: Add Slovak, Brazil and Slovenian currency [SF 1243657, 1171147; FS#131] (r7160, r5964)
- Feature: Allow towns to be built on top of trees in the scenario editor [FS#396] (r7152)
- Feature: Allow over-building of compatible railtypes, i.e. normal and electrified rail. If building electrified rail, normal rail is upgraded for you (at a cost) (r7106)
- Feature: Additional positioning for long dropdown lists with scrollbar support if dropdown list would not fit (r7086)
- Feature: [win32] Remember the window size between restarts when quit in fullscreen mode (r7061)
- Feature: Increase the chatbuffer of chat messages, messages longer than the graphical box will be wrapped to a new line (r6956)
- Feature: Allow typing longer text than visible for an editbox; it will scroll properly now (r6954)
- Feature: Allow spectators to team-speak to eachother (r6933)
- Feature: Allow for " to be in console tokens. Escape them with \. eg \" (r6875)
- Feature: Change the functionality of the chat window. SHIFT+ENTER (SHIFT+T) sends a message to all players, CTRL+ENTER (CTRL+T) sends a message to all team mates and ENTER (T) is customizable (r6824)
- Feature: (Train is) lost message is now generated immediately when pathfinder cannot find the path (r6800)
- Feature: Add a measurement tool that will show dimensions and height differences of various draggable tools (r6758)
- Feature: Added sort options to the build aircraft and train windows (r6708)
- Feature: Depot lists are now sorted, so vehicle 1 is always first and so on (r6652)
- Feature: Ability to pause a server if not enough players are connected. The setting for this is 'min_players' (r6628)
- Feature: Ability for servers to execute a script just after a client has connected, e.g. for a MOTD, etc (r6625)
- Feature: Add refit commands to vehicle orders (can only be done in goto depot orders) (r6624)
- Feature: Support cargo subtypes in the refit window. The refit window has been altered to support resizing and scrolling (r6601)
- Feature: Depot and vehicle list windows reworked a bit with more buttons to include 'Autoreplace all' (instantly), 'Sell all', 'Start all' and 'Stop all' (r6542, r6552, r6515)
- Feature: Using goto depot with a different control selection will now alter the service/stopping in depot flag instead of cancelling the goto depot order (r6295)
- Feature: When automatically detecting the language try to first match language+territory (e.g. de_CH), then just language (e.g. de) and fall back to en_GB otherwise (r6290)
- Feature: Add a "goto depot" button to various vehicle list windows (r6229, r6246)
- Feature: Save max_companies/clients/spectators in the config file (r6170)
- Feature: Vehicle status bar will show the heading string in different colours to visually discern the difference between a service and a forced stop (r6165, r6414)
- Feature: Control clicking Goto Depot will now make the vehicle service instead of stop in depot (r6165)
- Feature: List of vehicles with the same shared orders, accessible from the orders-window of a given vehicle (r6161)
- Feature: Added -s (source) and -d (destination) to strgen to specify paths for input and output files (r6089)
- Feature: After removing a farm, its farmland is removed too (over time) [FS#82]
- Feature: Clicking twice on the location button in the smallmap centers to your position, clicking twice centres your viewport [FS#54] (r6040)
- Feature: Change the original date format to a 32 bits format based at the year 0. Highest date is the year 5.000.000AC (r5999)
- Feature: Auto-completion in chat-window. It completes Player and Town names (in that order) using <tab> (r5968)
- Feature: Catalan Town Names generator [FS#261] (r5965)
- Feature: Possibility to generate scenarios by importing heightmaps. It can be in PNG or BMP format
- Feature: New (optional) landscape generator based on TerraGenesis Perlin noise with GUI, progress bar and fine-tuning options (r5946)
- Feature: Filter for textboxes to only allow input of certain patterns (like numbers only) (r5944)
- Feature: [win32] Remember the maximized state of the game window and restore on start [FS#234] (r5874)
- Feature: Add an icon to the SDL openttd executable (r5872)
- Feature: Also allow horizontal and vertical rails on steep slopes (r5864)
- Feature: Allow building of (certain) rails, roads and bridge ramps on steep sloped tiles (r5833)
- Feature: Replacing from a train engine without cargo capacity to one with cargo capacity will now make autoreplace refit the engine to carry the cargo type from the last wagon in the train (r5465)
- Feature: [OSX] Macs with touchpads that support two finger scrolling can now use this "scrollwheel" to scroll up/down (r5460)
- Feature: Allow building canals at sea-level, using ctrl to toggle canal or plain water tile. This allows building of non-raisable sea-level water ways (useful in multiplayer) and dikes for low-level areas (r5403)
- Feature: Add 4 new airports. 2 for aircraft, 2 for helicopters (r5346)
- Feature: Implement smooth horizontal depot and, vehicle list scrolling for trains (r5046)
- Feature: Add new pathfinder, YAPF. Has greatly improved performance and better, fully configurable, pathfinding (yapf) (r4987)
- Feature: Add a new console command "players" that lists current players along with basic stats [FS#150] (r4828)
- Feature: Station List View can now be sorted and filtered (by waiting cargo type and facilities) (r4822)
- Feature: The integer-list parser now accepts a space character as an item seperator next to the comma for openttd.cfg (r4490)
- Feature: Add support for electric railways as a seperate tracktype. Electric trains will not run on non-electrfied track unless otherwise controlled by patch option (elrails) (r4150)
- Feature: A new multi-lingual multi-measuring-unit system (r4126)
- Feature: Add proper OPENTTD <> LOCALCODE conversion using iconv. Savegames with special characters will be legible in filesystem (r4105)
- Feature: Undraw the mouse when it leaves the window and draw it again when it enters (r4075, r4083)
- Feature: It is now possible to turn a single unit in a train (CTRL+Click on unit in depot) (r3944)
- Feature: Delete news items about vehicles when they get stale (r3757)
- Feature: Save patch settings with the savegame so you are presented with the same behaviour when loading the game on another machine/installment (r3726)
- Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window (r3717, r6455)
- Feature: [OSX] Added support for tripple binaries (binaries optimised for G3, G5 and i686) (r3674)
- Feature: Allow autoreplacing of train wagons (r3535)
- Feature: Allow sorting of vehicle lists by model or value (r3528)
- Feature: Allow trains details view to be resized (r3521)
- Codechange: Improve the usability of the signal-dragger, do not bail out at (certain) errors, just silently ignore them [FS#149] (r7127)
- Codechange: Make the zoom in/out buttons of the extra viewport into proper push-buttons (r7078)
- Codechange: Make the AI choose road vehicles based on a rating (currently max speed * capacity) instead of either the cost or the index of the vehicle (r7070)
- Codechange: Truncate text in window captions to prevent overflow (r7058)
- Codechange: Allow standard ini-file style comments (;) (r6972)
- Codechange: Send server messages with format NETWORK_ACTION_SERVER_MESSAGE so it is general colour like the rest of the server messages. Spectators speak in grey (r6932)
- Codechange: Change textmessage format a bit. Only the sender's name and target are in the sender's colour, the actual message is in white. Should improve readability (r6932)
- Codechange: Add an MD5 sum check of our own data files, and warn if they do not match (r6921)
- Codechange: Add strict bounds checking in string formatting system to check for possible buffer overflows (r6884)
- Codechange: Have the dropdown menus fall fully inside the top toolbar (r6745)
- Codechange: Determine the length of the main toolbar dropdown list based on the length of the strings in that list (r6744)
- Codechange: When vehicles never expire they will stay at peak reliability instead of the lowest to make them useful even when old (r6681)
- Codechange: Show more correct capacity of articulated wagons in the train purchase list (r6650)
- Codechange: When showing tooltips, properly position the tooltip taking into account window dimensions and cursor (r6405)
- Codechange: Speed up the animated cursors a bit so they move once in a while at least (r6367)
- Codechange: Remove the "unsorted" vehicle sorter, because it's plain useless (r6270)
- Codechange: Remove MSVC6 support. The compiler was too stupid and too many workarounds were needed. Please switch to mingw or VC2005++ express (r5286)
- Codechange: Allow a switch in Makefile.config to disable threads in OpenTTD (r5978)
- Codechange: [win32] Add native x64 target to VS2005 project files (r5813)
- Codechange: [win32]The exception dialog showed the last modification-date of win32.c instead of the last compilation-date (r5801)
- Codechange: Add owner attribute to canals and locks. This makes them more useful in multiplayer games, as only the owner can delete them. Does not affect usage (r5084)
- Codechange: Add MSVC2005 support, project and solution files are in the _vs80.* files (r4581)
- Codechange: [OSX] Shark (Xcode's profiling tool) can now relate CPU usage to lines (r3611)
- Codechange: Rewrite the multistop slot assignment system. More resource-friendly, several slot-assignment improvements (r3730, r4259)
- Codechange: Completely remove the deprecated -p parameter (is superseded by -n) (r3508)
- Fix: Town ratings were not reset when a company went bankrupt (r7433)
- Fix: With realistic acceleration, guarantee a minimum braking force is applied. This ensures trains will stop when going down hill (r7425)
- Fix: Changed "kick off" acceleration resulted in only a small amount of power being applied; this resulted in a perceived delay before trains moved (r7421)
- Fix: Long delay for message windows to appear. Immediately show a new message if present if no news window is open, or has just been closed instead of waiting for the timer of the current news to time out [FS#255] (r7402)
- Fix: Deleting Train in depot with autoreplace fails [FS#418] (r7385)
- Fix: Do not update vehicle images when turning a train around. During this procedure the train is split into parts which can result in incorrect images being used (r7378)
- Fix: OpenTTD could crash under certain circumstances when a vehicle as autoreplaced and a news window was open [FS#332] (r7368)
- Fix: Segmentation fault in the SDL video driver when one goes to fullscreen and there are no suitable resolutions (r7332)
- Fix: When loading a game from a dedicated server the local player set to 0, theoretically enabling the dedicated server to also play (r7312)
- Fix: TTDPatch vars are little endian (r7282)
- Fix: Always display the excavation of roadworks even when fully zoomed out or "full details" are off (r7240)
- Fix: Window allocation and deletion messed with the actual window pointer, possibly crashing OpenTTD [FS#350, SF#1560913] (r7205)
- Fix: Callback not executed for non-player based patch changes in multiplayer for all clients; possible desync issue (r7190)
- Fix: Station sign (and base station coordinates) did not move along with station when station moved by walking [FS#388] (r7169)
- Fix: MiniMap was misplacing vehicles sometimes [FS#402] (r7166)
- Fix: Some mouse events possibly lost under high CPU load, handle mouse input right away instead of waiting for GameLoop [FS#221, SF1168820] (r7157)
- Fix: Some keyboard events possibly lost under high CPU load, handle keyboard input in place instead of global variables magic [FS#279] (r7153)
- Fix: "Position of Main Toolbar" option is not honored when starting new game or loading saved [FS#172] (r7130)
- Fix: Synchronize the engine-renew settings of a player when joining a multiplayer game (r7126)
- Fix: Several errors/glitches related to multiplayer and bankrupcy (mainly server), and non-updated company-information (r7125)
- Fix: Cloning a vehicle that has been refitted would incur the expense as running costs, not new vehicles [FS#371] (r7115)
- Fix: Do not let ships enter partial water tiles under bridges; they will travel up land... (r7110)
- Fix: AI tried to build road from the back or side of road stop/depot (r7069)
- Fix: Zooming out near map-borders would previously fail because the new centre would be outside the map [FS#317] (r7047)
- Fix: 'Goto' button in orders window got depressed along with all other buttons when an existing order was modified [FS#311] (r7046)
- Fix: Scenario bridges/tunnels cannot be demolished [FS#200] (r7028)
- Fix: Pressing F1 in scenario editor did not work (r7023)
- Fix: Properly guard against viewing company-sensitive information from invalid players (eg spectators) which could lead to crashes [FS#292] (r7022)
- Fix: In the replace vehicle window, the left vehicle list was not drawn when an engine was not selected (r7009)
- Fix: Crash at game end when server company is bankrupt [FS#369] (r7008)
- Fix: List of actions panel in the town authority window went underneath its scrollbar (r6885)
- Fix: Pressing ^D (EOF) at a dedicated console caused it to repeat the last command, instead of doing nothing (r6835)
- Fix: Do not add up running cost of articulated engine parts (r6765)
- Fix: If a rail is not available, do not show toolbar even with hotkey 'A' (r6740)
- Fix: Only apply the virtual transfer profit if the order is a transfer order, rather than to any unload order (r6738)
- Fix: Disable main toolbar buttons showing company list drop downs when there are no companies [FS#356] (r6695)
- Fix: Autoreplace can now use the money for selling the old vehicle to build the new one (r6640)
- Fix: A loop-hole that allowed docks to be built regardless of town authority rating (r6477)
- Fix: [win32] The dedicated server could overwrite the keyboard input buffer before it was handled by OpenTTD (r6449)
- Fix: Reset the location of the last sound as that location can be outside the map when you are loading another, (smaller) map (r6437)
- Fix: Show an error message when executing 'scrollto x' with x < 0 or >= MapSize() instead of asserting later on [FS#340] (r6435)
- Fix: Station catchment area persists after switching tools [FS#136] (r6368)
- Fix: Do not reset the current cursor action when centering on a depot/hangar (r6360)
- Fix: Go to hangar orders for aircraft could get spuriously removed when a road or rail depot got deleted (r6355)
- Fix: Due to some off-by-one errors the width or height of a clipping rectangle could become 0, which is not sensible. This should fix a very rare and hard to trigger assertion in GfxFillRect() (r6351)
- Fix: Never allow scrolling the map in the main menu (scroll-settings were not reset if switched to mainmenu) (r6037)
- Fix: Never set I-am-a-thread bool to true IN the thread, dual-core machines could flip [FS#78] (r5977)
- Fix: Town-growth removed houses under construction to make way for road; unwanted behaviour [FS#49] (r5970)
- Fix: Cloned toad vehicles are not refitted to correct cargo [FS#275] (r5917)
- Fix: Bugfix for errors in FindNearestHangar function in aircraft_cmd.c [FS#235] (r5914)
- Fix: Sort order for produced amount and transported percentage was reversed in the industry list (r5912)
- Fix: Changing patch settings through the console did not accept on/off or true/false [FS#170] (r5903)
- Fix: Differing price calculation for tunnels depending on starting point [FS#253] (r5901)
- Fix: Goto sepot not always working for road vehicles [FS#249] (r5898)
- Fix: Bus trying to service in depot of other company [SF1519167] (r5897)
- Fix: If vehicles break down and service is turned off, the vehicles failed to enter any depots; now they will quickly go to a depot if set to be replaced (r5888)
- Fix: Incomplete removal of player owned property due to lack of money [FS#273] (r5886)
- Fix: < > boxes in patch-settings did not grey out when they hit the limit of their range (r5714)
- Fix: Check the configuration file for valid values and clamp them to their ingame minimum/maximum [SF1288024] (r3726)
- Fix: Remove the restriction that the 'patch' console command can only be run from network games [SF1366446] (r3723)
0.4.8 (2006-08-12)
------------------------------------------------------------------------
- Fix: A ship in a depot must be stopped before it can be cloned
- Fix: After changing directory in 'Play Scenario', the default scenarios did not show up in 'New Game'
0.4.8-RC2 (2006-07-31)
------------------------------------------------------------------------
- Feature: Add Italian town names as we have an official Italian translation
- Codechange: Verify the presence of music files in the gm/ folder. This should also solve some 100% CPU buildup for some users
- Fix: Certain combinations of trains crash when moved around inside the depot
- Fix: Reversed arrow-sign in the multiplayer list column headers on sort by name
- Fix: Industry production change button does not work for oilrig passangers
- Fix: Helicopters stopping in depot after autorenew/autoreplace
- Fix: MorphOS crashes when you go a level up in the root level
- Fix: UDP sockets were used even if network-availability was set to false
- Fix: Crash when trying to build a vehicle type that is set to a max of zero
0.4.8-RC1 (2006-06-28)
------------------------------------------------------------------------
- Feature: Add Turkish town names as we have an official Turkish translation
- Feature: Add a fully optional configure script that is a wrapper around the cumbersome makefile.config
- Codechange: [NPF] Disable NPF totally for ships as it wholly kills performance. Only for 0.4/ branch and 0.4.8
- Fix: Redraw the screen when switching the signal side in the patches window
- Fix: It was possible to dig into a tunnel if certain rail combinations were ontop of it
- Fix: A HQ could only be flooded at its northern tile, the other 3 were immune to water
- Fix: Fix several glitches concerning foundations. Houses, property (rail/road/bridge/etc.) and cursor are now aligned properly
- Fix: Prohibit altering a road tile while road works are in progress. This fixes some glitches like "turning" the excavation by adding/removing road bits or removing the road piece
- Fix: Only advertise the server to your external IP/network (eg not to 127.0.0.1) and use proper broadcast addresses
- Fix: '-f' switch is not valid on windows, so do not show it in help
- Fix: [Autoreplace] Autoreplaced trains can leave all wagons in depot under certain circumstances
- Fix: The wrong IP could get unbanned, e.g. 'unban 1.2.3.42' could result in unbanning 1.2.3.4
- Fix: It was possible to convert the railtype of a bridge while a train was on it
- Fix: It was possible to rename signs or waypoints with the chat box
- Fix: Be more strict what it means for an aircraft to be in a hangar: It's not just being stopped on a hangar tile
- Fix: If a road vehicle is on a road depot tile and stopped does not mean it's in the depot. Use the proper test for this
- Fix: [AI] The AI should send a plane into a hangar if it's not in a hangar _or_ not stopped, not when it's not in a hangar _and_ not stopped
- Fix: [AI] The trolly AI used information from the wrong industry when calculating the amount of to be transported goods
- Fix: [NTP] Fix NTP over bridges: do not check the rail type when on a bridge
- Fix: Truncate text in dropdown lists to stop text overflowing
- Fix: "Erroneous train reversal on waypoints". When processing the next train order, do not even consider reversing the train if the last order was to a waypoint
- Fix: Starting a new scenario did not adhere to local difficulty settings but took it from the scenario itself. That mode is for 'play scenario'
- Fix: Vehicles on a sloped tile under a bridge were affected by the bridge speed limit
- Fix: Issue with train pathfinding over level crossings
- Fix: [AI] The AI no longer attempts to build signals under bridges
- Fix: Refresh build vehicle window (if opened) when converting rail depot
- Fix: Crash when sorting an empty server list
- Fix: The build-tree window button defaulted to a place-push-button on opening where no treetype is selected
- Fix: Game crashes when cloning/autoreplace reaches train-limit
- Fix: [NTP] properly check for railtypes on non-plain-rail-tiles
- Fix: Trains could enter certain sloped rail tiles under bridges with incompatible rail type
- Fix: Ensure the map memory is cleared after it is allocated. This fixes random deserts that sometimes occurred
- Fix: Some weird behaviour with tile selection near bridges
- Fix: Do not allow PF to enter train depot from the back (signal updates)
- Fix: Game no longer crashes when the last vehicle servicing a station has been deleted
- Fix: Reset the last built railtype when starting a new game
- Fix: Cloned vehicles get the same service interval as the original vehicle
- Fix: Game no longer errors out when "Many random towns" is selected in the scenario editor
- Fix: Obscure road dragging bug. The road build command did not return the appropiate error message of invalid-slope when building road
- Fix: Temperate bank will no longer appear (during game) in tropic landscape. This bug is from the original game
- Fix: Specify the 'stopall' console command as a debug command
- Fix: Fixed a problem that caused DeliverGoodsToIndustry to not work as intended
- Fix: Ships and aircraft can now be used as feeders as well
- Fix: When a multiheaded train is sold the pointers were not updated correctly causing sporadious crashes/disconnects
- Fix: New plantations now cause the correct ".. being planted .." news item
- Fix: Danish town names were saved/loaded as Swiss
- Fix: Removing roads on crossings was done without a check for ownership
- Fix: [Autoreplace] Fix drawing of train list for outdated engines
- Fix: Malicious clients/servers could crash the game
- Fix: [Autoreplace] allow replacement of wagons even when the engine fails to be replaced
- Fix: Certain operations involving trains inside a depot could cause a crash
- Fix: [Autoreplace] cost for refitting a new vehicle is added to the cost animation (player always paid for it, it just was not shown)
- Fix: [OSX] Save/Load issues solved for OSX 10.3.9 universal binaries
- Fix: Illegal servers in the master-server list could kick the client back to the main menu, effectively making Multiplayer impossible
- Fix: [NPF] Do not mark tiles when debugging in multiplayer, this will cause desyncs
- Fix: Several fixes to chatbox code, mainly plug a buffer overflow
0.4.7 (2006-03-26)
------------------------------------------------------------------------
- Feature: [OSX] Add support for triple-binaries (PPC, PPC970, i386) (r4102)
- Fix: [OSX] crash when going to fullscreen (r4100)
- Fix: Allow unused wagons to have their first cache set. Fixes faulty cache-warning message and noticably speeds up depot operations (r4094)
- Fix: [NPF] Trains & busses were unable to find a route when leaving a depot or bus stop (r4072)
0.4.6 (2006-03-22)
------------------------------------------------------------------------
- Codechange: [win32] Show the revision in crash.txt and enable the button to show the crash text in the crash-window (r3965)
- Codechange: Add additional linker information to release builds to help figure out crashes more easily (r3526)
- Fix: [OSX] Cannot save game if name contains german umlauts (loading savegames with certain chars still look odd) [SF#1157244] (r4038)
- Fix: [OSX] major speedup for PPC fullscreen (r4034)
- Fix: [Makefile] Make sure the ICON_DIR gets created before copying files there (r4032)
- Fix: [win32] Change compiler settings to use the multithreaded CRT. This prevents certain crashes on multi-threaded machines (r4031)
- Fix: [NPF] Road vehicles planning through the back of depots and stations [SF#1453646] (r4029)
- Fix: Use the title of a savegame in the saveload dialog-editbox (r4018)
- Fix: Improper resolution written to the configuration file when exiting from fullscreen (r4017)
- Fix: When removing rail track from a tile where only X and Y pieces exist, explicitly update signals in both directions (r4016)
- Fix: Default the patch-setting 'pause_on_join' to true (r4015)
- Fix: Slope and height information returned for some tile types is wrong (r4014)
- Fix: Fixes a bug introduced by r3228 which allowed steep rail tiles resulting in ... unwanted effects such as display artifacts (r4012)
- Fix: Update french translation (r3978)
- Fix: Missing glyph(s) in big-font. Added several missing glyphs for the big font [FS#56] (r3970)
- Fix: Increase client list window width so at least most languages fit [SF#1439907] (r3969)
- Fix: Update german and finnish languages (r3968)
- Fix: Properly set back the owner of a crossing/road-under bridge after removing it (r3967)
- Fix: [Autoreplace] Autoreplacing trains now keep their tile length instead of their pixel length [FS#67] (r3964)
- Fix: Mark the right tile as dirty. It's just a graphical glitch which happend in r1592 (r3962)
- Fix: Fix crash when resizing news history window (r3961)
- Fix: Correctly implement minimum search, so road vehicles head twoards the closest station, not the last one in the list (r3960)
- Fix: The tooltips for raising and lowering land buttons in the scenario editor are interchanged [FS#61] (r3959)
- Fix: Correctly restore the roadside after roadworks are finished (r3957)
- Fix: [Multistop] Check the status of the destination road stop instead of a station's first road stop. This only has effect with road vehicle queuing disabled (r3956)
- Fix: validate the setting of max_companies/spectators through the console (r3955)
- Fix: Improve game-load times (r3954)
- Fix: On loading a game, GetPlayerRailtypes() did not account for the fact that vehicles are introduced a year after their introduction date. This will also relieve possible (rare) network desyncs (r3952)
- Fix: Restore plural forms of cargo types for several languages (r3951)
- Fix: [win32] Add directives to allow Visual Studio 2005 compilation (r3950)
- Fix: Crash in string code with openbsd/zaurus; alignment issues [SF#1415782] (r3948)
0.4.5 (2006-01-31)
------------------------------------------------------------------------
- Feature: [NewGRF] Implement varaction2 property 0x41 and 0xDA (r2361)
- Feature: Giving server_ip a value of 'all' will make the server listen on any interface (r2374)
- Feature: Shortcut CTRL + U that clears the current input-box (r2385)
- Feature: [NewGRF] Implement the mechanism for handling NewGRF callbacks (r2389)
- Feature: [NewGRF] Implement the 'refit capacity' callback (r2389)
- Feature: Saving games happen in a seperate thread (r2391)
- Feature: [NewGRF] Implement powered wagons, and the callback that goes with it (r2414)
- Feature: [NewGRF] Implement shorter train vehicles (r2428)
- Feature: New display option: 'transparent station signs' (r2438)
- Feature: You can now give transfer order to set up feeder systems (r2441)
- Feature: Removing tracks with the 'remove' tool, automatically removes signals on the tracks (r2469)
- Feature: [localisation] Allow changing the order of parameters in translated strings (r2573)
- Feature: [localisation] New way to specify plural forms (r2592)
- Feature: [localisation] Support genders (r2594)
- Feature: [localisation] Support cases (r2597)
- Feature: Add support for truncating strings to a given (pixel) length (r2607)
- Feature: Overhaul DirectMusic MIDI backend, remove "experimental" status (r2712)
- Feature: Change the driver probing algorithm: Use the first music/sound/video which succeeds initialising instead of bailing out after the first. No need to specify -snull if no soundcard is present anymore (r2728)
- Feature: The Main Toolbar Dropdown Menu can now display disabled items (r2734)
- Feature: Clone vehicles (r2764)
- Feature: When starting without a config file determine the language on basis of the current locale (r2777)
- Feature: [NewGRF] Add support for "extended bytes" (r2872)
- Feature: [localisation] Major step twoards ISO-8859-15: Implement missing characters (r2879)
- Feature: Implement the console command rm to remove savegames (r2941)
- Feature: Danish town names (r2957)
- Feature: Menu option to toggle console (r2958)
- Feature: Calculate proportions of non-square giant screenshot correctly (r2963)
- Feature: [NewGRF] Implement current set of action D (ParamSet) operations (r2968)
- Feature: [NewGRF] Show a wagon's speed limit in purchase list (r2969)
- Feature: [NewGRF] Support loading VarAction2 parameter for variables 0x60-0x7F (r2971)
- Feature: [NewGRF] Add patch option for wagon speed limits (r2982)
- Feature: [NewGRF] Support loading of bridge attributes and tables from GRF (r3004)
- Feature: Native Support for Win64 (r3008)
- Feature: OSX now uses quicktime to play midi files (r3022)
- Feature: [OSX] Command+Q now works in main menu (r3027)
- Feature: Allow unbanning players based on banlist-id (as well as IP) (r3067)
- Feature: 'status' and 'clients' now show the IP of the players (r3067)
- Feature: Make it possible to create a screenshot from the console that is both big and has no console, or any combination of (r3068)
- Feature: [NewGRF] Add support for rail vehicle weight greater than 255 tons (r3071)
- Feature: 'HOME' icon to saveload dialogs that jumps to the default save/load directory based on the dialog (r3096)
- Feature: Turkish translation (r3120)
- Feature: [NewGRF] Support positioning of rail vehicle visual effects (r3132)
- Feature: [NewGRF] Support for articulated rail vehicles (r3139)
- Feature: [NewGRF] Add support for cargo refitting specification by cargo classes (r3148)
- Feature: [NewGRF] Action 7/9 new value : is it TTDPatch or OpenTTD? (r3152)
- Feature: Drag and drop rocky areas in scenario editor (r3153)
- Feature: Added patch option to link the terraform toolbar to the rail, road, water and airport toolbars (r3157)
- Feature: Right-Click-Scrolling optionally moves in the opposite direction (r3222)
- Feature: Native cocoa sound and video drivers for OSX (r3281)
- Feature: [NewGRF] Allow train running cost class to differ from engine class (r3388)
- Feature: Kick and ban now with IP numbers (r3407)
- Feature: Allow seeing and setting the maximum amount of companies and spectators for a server. This can be changed/viewed during runtime as well in the console (r3427)
- Feature: Allow the network game list to be sorted (by name/clients/compatibility ascending/descending) (r3441)
- Feature: Make it possible to ban offline clients (r3469)
- Fix: The refit window now shows the correct refit options (r2365)
- Fix: Refitting to a cargo which is already carried by some vehicles takes their capacities into account for display (r2365)
- Fix: Add 'multihead' TTDPatch option to OpenTTD NewGRF flags-emulation (r2368)
- Fix: Make install tried to install scenarios in the (non-existing) personal dir when USE_HOMEDIR is specified (r2371)
- Fix: [console] update the example scripts in the scripts/ directory to reflect the new console functionality (r2372)
- Fix: [console] any line starting with a '#' is a comment so ignore it (r2372)
- Fix: [console] The special variables whose value can only be set by a custom process should, also print out their newly set value there (r2372)
- Fix: [NewGRF] Ignore action 0 prop 0x20 (air drag) (r2377)
- Fix: [NewGRF] Further property stubs, help prevents subsequent incorrect reading of NewGRF data (r2378)
- Fix: Build year for mail compartment of planes was not set correctly, affected station ratings (r2380)
- Fix: Endgame window on easy difficulty resulted in infinite loop (r2381)
- Fix: Check the airport type when building an airport (r2382)
- Fix: Monkey-testing turned up some command crashes (r2383)
- Fix: Check selling land and setting player colour. Also an extra map-bounds check for terraforming (r2384)
- Fix: [realistic accel] Very slow trains no longer get an increase in maximum speed when part of them is in a depot (r2388)
- Fix: [NewGRF] Load power for dual-headed engines correctly (r2400)
- Fix: [NewGRF] When resolving callbacks, dont ignore wagon overrides (r2410)
- Fix: Station ratings are not affected by speed limits from realistic acceleration anymore (r2411)
- Fix: Building vehicles without depot crashed the game (r2412)
- Fix: Certain resolutions caused a crash when minimap was partly dragged outside the game window (r2424)
- Fix: Deleting canals under bridges removed bridges first in certain configurations (r2436)
- Fix: [NPF] Vehicles try to drive into a tunnel entrance from above (r2471)
- Fix: [NewGRF] Some road vehicle action 0 properties were loaded as the wrong type (int8,int16,int32) causing undefined results. (like cargo types being wrong) (r2474)
- Fix: The console variable autoclean_unprotected was linked to the variable _network_autoclean_protected (r2498)
- Fix: Old bug in the PCX writer: The first pixel column contained garbage, the picture was shifted one to the right, and the last column was dropped (r2512)
- Fix: Using the mouse wheel could lead to a crash if mouse was not over a widget (r2530)
- Fix: Blinking 'lock' gfx in multiplayer games (r2548)
- Fix: Remove original train pathfinder. Enhanced old pathfinder (r2553)
- Fix: Spaces in the path to the MIDI files caused the win32 MIDI player to fail (r2563)
- Fix: Set server map name to the loaded name of the game/scenario (r2610)
- Fix: Improve the old pathfinder. Changed it to A* instead of Dijkstra. Benchmark shows that NTP is now around 10x faster than NPF (r2635)
- Fix: Correctly save and load company_value, it's 64 bits wide, not 32 bits (r2684)
- Fix: Volume control works now for the DirectMusic MIDI backend (r2712)
- Fix: Change the fence algorithm so it removes fences when no farm tile is adjacent (r2739)
- Fix: Tree tiles above the snow line got redrawn disproportionately often (r2750)
- Fix: Depots could build trains of the wrong track type (r2764)
- Fix: Sort the directories in the scenarion/savegame list (r2860)
- Fix: On OS/2 show the trailing \ if the current directory is a root directory (r2860)
- Fix: Return a proper version number, when testing the TTDPatch version in the SkipIf action (r2862)
- Fix: Change the way NewGRFs are loaded, this saves quite some sprite slots - about 2000 for DBSetXL for example (r2868)
- Fix: Several format string vulnerabilities and buffer overflows in the network code (r2899)
- Fix: fixed issue where autorenewed vehicles did not get all stats updated (r2912)
- Fix: Exit the child of the extmidi backend with _exit() instead of exit(), because we do not want any atexit handlers - especially flushing output streams - to run, if exec() fails (r2938)
- Fix: Server crash with "say"-command (r2950)
- Fix: Fix win32 midi volume level control which did not work (r2960)
- Fix: [OSX] quitting the game no longer leaves a process behind that eats all the CPU power (r3281)
- Fix: Fix for UFO-broken waypoint [SF#1216203] (r2961)
- Fix: [NewGRF] Include missing grf feature canal
- Fix: [NewGRF] Add bounds checking to VehicleChangeInfo for vehicles
- Fix: [NewGRF] Wagon speed limits do not apply for wagons with livery overrides
- Fix: Align settings pool items to the size of void* to fix bus errors on 64bit architectures which require aligned variables (r2976)
- Fix: Restart_game_date is an UINT16, not a BYTE. Now setting the game restart year via the console should work (r2987)
- Fix: [NewGRF] Some GRF files do not specify a name or description, in which case the Action 8 is 8 bytes, not 9 (r3005)
- Fix: The finnish markka was never abbreviated with capital letters (r3021)
- Fix: Improve handling of non-existent sprite sets (r3044)
- Fix: Do not attempt to map and empty sprite group to a vehicle (r3045)
- Fix: Fixed typo and hang for BeOS Networking (r3053)
- Fix: On Win98 and lower when you go to the root directory of a drive (eg. C:\) you were stuck there indefinitely and could not change any directories or see any files (r3056)
- Fix: Complete rewrite of autoreplace; multiheaded train engines are replaced correctly (r3081)
- Fix: A new train is now made if the front unit is an engine and the former front engine is moved away (r3144)
- Fix: There are only 2 possible directions for ship depots, not 4 (r3199)
- Fix: Allow bribing up to the maximum rating for bribing, do not disable this option at some arbitrary value early (r3201)
- Fix: Do not lower land on tunnel, even with diag tracks on it (r3228)
- Fix: Crash when making a screenshotin the main menu (r3235)
- Fix: Crash when starting a scenarion via 'New Game' fails (r3235)
- Fix: Determine clicked status of sticky icon from window flags rather than the widget click state (r3247)
- Fix: Graphical glitch with autorail tool on a certain tile-types (r3254)
- Fix: Center the X of the window close button (r3302)
- Fix: [NewGRF] Unload engine names before loading grf files (r3316)
- Fix: Network window crash when it receives invalid information for example from the integrated nightly, so validate the network-input when it is received (r3322)
- Fix: Build failed if SDL is built without pthread support (r3326)
- Fix: Move initialization of vehicle random_bits to DC_EXEC blocks to allow use of Random() instead of InteractiveRandom(), which will alleviate some possib le network desyncs (r3352)
- Fix: The default AI tried to change the service intervals of vehicles via the CMD_CHANGE_TRAIN_SERVICE_INT command - regardless of the type of the vehicle (r3367)
- Fix: Out-of-bounds array access when road vehicles overtook in a curve caused desyncs (r3371)
- Fix: Update signal states when building or removing rail station blocks (r3372)
- Fix: Do not allow trains to get bigger than 100 via drag and drop (r3374)
- Fix: Do not reset date in the scenario editor when pressing RandomLand (r3376)
- Fix: [NewGRF] Running cost should be halved for dual head vehicles (r3384)
- Fix: No fence was placed when placing fences and the neighbouring tile is a rail configuration which permits a fence but has a signal (r3389)
- Fix: [NewGRF] Ignore non-climate dependent cargo types (r3394)
- Fix: [NewGRF] Only add a random number of days to an engine's base introduction date if that date is not 0 (r3410)
- Fix: When changing the server password via the console, actually set the password as well as flag whether it is required (r3411)
- Fix: Under certain conditions placing a road tile parallel under a bridge would, instead of failing, succeed and place a perpendicular piece (r3413)
- Fix: Disable the Fund New Industry menu item and window when connected to a server as a spectator (r3414)
- Fix: Disable the clone and refit buttons in the train view when viewing another player's vehicles, or as a spectator (r3415)
- Fix: Disallow building an oil rig above sea level (r3416)
- Fix: When removing a town-owned tunnel the player's rating was not reduced (r3418)
- Fix: (Possible) game crash on removing track/road under bridge if a vehicle was on the track/road under the bridge and the track/road sloped (r3419)
- Fix: [NewGRF] Only power should decide whether a rail vehicle is an engine or a wagon. (fixes SHIKI 810 in jpsetw.grf) (r3424)
- Fix: Incorrect validating of tree-planting command which can allow a buffer-overflow (r3446)
- Fix: [NewGRF] When changing the sprite ID of a vehicle, if it is not FD (custom graphics), the value needs to changed from a 16bit array offset to an array index. (fixes tropicstw.grf) (r3449)
- Fix: You could not remove an item from a list-type of config ingame from the configuration file (r3475)
- Fix: [NewGRF] Always reinitialize the ttdpatch flags as patch settings may have changed (r3486)
- Fix: Price for demolishing a bridge was dependent on orientation and map size (r3487)
0.4.0.1 (2005-05-21)
------------------------------------------------------------------------
- Feature: Add 'clear' command and CTRL+L to empty console window
- Feature: add the possibility to print out the current debug-level
- Fix: [MacOSX] default path for midi player on mac is now correct again
- Fix: Updated makefile for FreeBSD
- Fix: Text overflows in about box
- Fix: Link error while compiling as dedicated server
- Fix: Do not execute empty commands
- Fix: Make OpenTTD icon look good on Win2K and earlier
- Fix: NetworkUDPRemoveAdvertise was not completely correct
- Fix: Signs in multiplayer did not work
- Fix: Dedicated server desyncs
- Fix: Error: !invalid string id 0 in GetString, dedicated server endgame crash [SF#1197216]
- Fix: Do not allow things to be renamed to nothing
- Fix: Windows installer deletes spritecache files on uninstall
- Fix: Depot window did not get redrawn when a non-train-engine was sold
- Fix: Do not scroll the game with the arrow keys when the chatbox is open
- Fix: Remove warning from release build when assertions are no longer active
- Fix: It was possible to open more than one tree window
0.4.0 (2005-05-15)
------------------------------------------------------------------------
- Feature: Bigger maps. Enjoy playing up to 2028x2048 (64 times as big as you were used to!)
- Feature: New realistic acceleration; should be much better. Inlcudes gigger penalty on narrow curves and speedlimits in depots/stations
- Feature: It is now possible to build multiple road stations (up to 8) on a single station
- Feature: New PathFinder (NPF). Support for train/road and ship based on A*. No more braindead pathfinding
- Feature: Dynamic towns/industries/stations/vehicles/signs/orders/everything, up to 64K
- Feature: Brand new OldLoader so OpenTTD is TTD(Patch) compatible again. Also endian safe
- Feature: Even better NewGRF support, except for callbacks, everything works (ok, almost)
- Feature: Improved multiplayer. More console options, less desyncs and more fun
- Feature: Protected OpenTTD from interference of hacked clients, so it should be safe to play again
- Feature: Saving vehicle sorting criteria for each vehicle type [SF#1093261]
- Feature: Resizable orders GUI [SF#1107690]
- Feature: Focus keyboard on input-box in Multiplayer Menu [SF#1166978]
- Feature: terrain hotkeys nonfunctional in scenario editor (D,Q,W,E,R,T,Y,U fltr) [SF#1174313]
- Feature: Complete rework of console and new commands like ls, save, load, help, etc
- Feature: Signs are shown in the colour of the player who created them
- Feature: Add cheat option to set production of raw-material industries in game
- Feature: Replace trian GUI remembers railtype selected from the dropdown menu
- Feature: Improved Autoreplace
- Feature: many more smaller features :D
- Fix: A wrong error message was displayed when trying to [SF#1108618]
- Fix: Game does not crash any more when a NewGRF file does not exist [SF#1110407]
- Fix: Clearing land for free by reallocating HQ [SF#1112469]
- Fix: Clearing land for free by reallocating HQ [SF#1112469]
- Fix: crash when accessing hi-scores in editor, it is now disabled [SF#1113037]
- Fix: Game no longer crashes when right-clicking a disabled Full Load button [SF#1113399]
- Fix: Dedicated server boots again [SF#1114100]
- Fix: Game crashed sometimes when there were no industries in the map [SF#1114950]
- Fix: In the main menu, when starting a new game while the load game dialog is open, openttd asserts [SF#1115200]
- Fix: non-stop orders are no longer accidently skipped [SF#1117538]
- Fix: Generate the correct smoke type for diesel trains [SF#1116619]
- Fix: Max passengers / mail variables are now 32 bit [SF#1119308]
- Fix: Better test if a string actually contains any console command [SF#1109400]
- Fix: 'Play scenario' now loads game options and difficulty, 'Load game' starts game with user-selected values [SF#1108637]
- Fix: carriages of NewGRFs can be refitted again [SF#1143587]
- Fix: Production values of temperate-climate banks can now be altered [SF#1117730]
- Fix: openttd: ship_cmd.c:642 ... Assertion failed. Mapwrap fixed in ship_cmd.c (was implicitely ok before biggermaps) [SF#1118810]
- Fix: Assertion error on kick. When a company is cleaned all its windows need to be closed. For global vehicle lists, the no-staiton index of -1 was not taken into account [SF#1117327]
- Fix: Speeding up when pressing ALT+TAB (Windows) [SF#1114261]
- Fix: Signals dissaper after typing text and pressing enter!. Signs in Scenario Editor have no owner so ignore that [SF#1149403]
- Fix: Single tile Bridge in Volcano City scenario. Some bridges still had the old single-tile bridge bug that was caused by improper town growth in combination with DC_AUTO. Fixed the scenario [SF#1149766]
- Fix: Stop startup memory corruption crash using optimized MSVC6. MSVC6 workaround as it's too stupid again for its own good [SF#1119147]
- Fix: Dedicated server now accepts '-g' (load game) as param [SF#1101874]
- Fix: Crash with german umlauts in station names [SF#1155696]
- Fix: Segmentation fault when loading savegame, out of bounds array check [SF#1158618]
- Fix: Autosave ignoring settings [SF#1149487]
- Fix: Infinite access for A:\ (win32). Patch [1171208]. Only requery drive(s) if the user changes a directory, also surpress the OS error box that pops up on some windows machines [SF#1024703]
- Fix: Create Lake and draggable Create Desert tools [SF#1095110]
- Fix: Trains "Go to depot" button: click twice skip to next order [SF#1172878]
- Fix: Engine power not updated w/auto replace" autoreplace now forces an update of the cache [SF#1146215]
- Fix: Path displaying as "C:\\" in saveload window win32-only [SF#1173690]
- Fix: Click & drag removal of road assertion fail [SF#1179892]
- Fix: Max loan always in euros, use _opt_ptr instead of _opt [SF#1174237]
- Fix: AI orders its vehicles to a competitor's truck stop [SF#1184201]
- Fix: Song in main menu screen should loop when it ends [SF#1188986]
- Fix: Non-existing sprite #5125 (presignal). The DOS grf file trgi.grf has 6 less sprites than the windows one [SF#1188777]
- Fix: Changing mapsize crashes game with highlighting [SF#1190625]
- Fix: [NPF] Trains ignoring their railtype (mono, maglev) [SF#1190896, SF#1184378]
- Fix: Clicking shipslist on bouy asserts GetPlayer() [SF#1202115]
- Fix: No HQ present for competitor, disable 'View HQ' button [SF#1187613]
- Fix: Pre-signal stays red when there is only a single exit signal [SF#1193048]
- Fix: Train in tunnel is not properly detected by signal code [SF#1185176]
- Fix: [NewGRF] rotors of custom helicopters are displayed correctly in the hangar window
- Fix: Scenario Editor now handles human-made roads better (try to build a city layout before placing the city, finally that works very nice)
- Fix: [NewGRF] helicopters are correctly recognized
- Fix: [Autoreplace] made sure that planes only show planes in replace GUI and helicopters only show helicopters
- Fix: Crash when generating tropical maps
- Fix: [Autoreplace] Cheaters can no longer exploit autoreplace to get vehicles, that's not invented yet
- Fix: [Autoreplace] Fixed a stupid bug introduced in r1687, that made a crash if anybody tried to autoreplace anything but an aircraft
- Fix: Expand railroad stations beyond maximum spread
- Fix: [Autoreplace] fixed a typo that could prevent autoreplaced aircraft from automatically go to a hangar
- Fix: Hacked clients can no longer be used to build vehicles that are not available yet
- Fix: Minimum profit of vehicles was calculated wrong for Performance Rating
- Fix: No longer a station where you only unload is bad for your town-rating
- Fix: Crash in scenario-editor with terraforming out-of-map bounds
- Fix: Game would crash if you full-screened with the 'fullscreen' button than chose a resolution from the dropdown box that was no longer valid
- Fix: Scrolling with the arrow keys is now smooth and it now also scrolls exactly in tile direction if e.g. up and left are pressed
0.3.6 (2005-01-24)
------------------------------------------------------------------------
- Feature: resizable windows. All useful windows are already made resizable
- Feature: highscore chart (accessible from the difficulty window) with top5 companies for a given difficulty (select the difficulty in the menu)
- Feature: endgame score on 1 jan 2051 where you are added to the highscore if sufficiently large points have been accumulated. Game is paused while
- Feature: Visually enhanced autorail placing
- Feature: Autoreplace Vehicles (accessible from the vehicle lists)
- Feature: A counter to tell how many engines you have of each type to the autoreplace vehicle windows
- Feature: A display for the total map population to the town display
- Feature: [network] RCon (Remote console)
- Feature: hotkeys for dock and airport toolbar (see http://wiki.openttd.org/index.php/Hotkeys)
- Feature: [Network] banning system (mostly tnx to guru3) A server can ban people via ClientList using 'ban', 'unban', 'banlist'
- Feature: [Network] server can now pause and unpause a game through the console. Use 'pause' and 'unpause'
- Feature: [OS/2] OS/2 support is now finished (Fixes for networking, file selection, keyboard input, plus many other minor issues)
- Feature: [SDL] Show revision number in window title
- Feature: [Unix] Check which gcc version is present and only set available compiler flags
- Feature: [Windows] CTRL+V (Paste) now works on all editboxes. This includes 'Add Server', chat, etc
- Feature: [Windows] dedicated server is now functioning correctly
- Feature: Addded keyboard shortcuts for the order window
- Feature: Aircraft refit options have been restricted to "sane" values
- Feature: allows setting the production values of the rawmaterial producing industries in the editor
- Feature: console support for loading maps. Use 'load', 'list_files' and 'goto_dir' to navigate and load games
- Feature: Display server port in the multiplayer game info window
- Feature: dynamite in landscaping toolbar (hotkey 'D')
- Feature: Improved Network Lobby GUI with a green dot if company income is positive (else red dot) and lock icon if company is password protected
- Feature: Make ottd compile on Zeta
- Feature: MD5 hash check for TTD files
- Feature: New companies receive a 5-year protection period against buying-up
- Feature: norwegian townnames
- Feature: Order Checking is only execute for ONE vehicle in an order-share system
- Feature: Passengers aircraft now ignore the amount of mail for "full load any" options
- Feature: place multiple accepting industies nearby in the editor mode if the appropriate patches are set
- Feature: population in label of the town (patch setting)
- Feature: scrolling credits list (in alphabetical order)
- Feature: Train window now shows the number of vehicles per row
- Feature: Swiss town-names [SF#1039061]
- Feature: Adding 16:10 resolutions for mainly laptops [SF#1090950]
- Feature: (dis)Allow Shares. Add patch options to allow buying/selling of shares [SF#1098254]
- Add: A brand new set of icons
- Change: AutoRenew is now a client-side patch instead of a game-side patch
- Change: Removed the 'close ALL windows' from the toolbar since shift+del does this
- Fix: Catchment area shows when buying sign [SF#1031451]
- Fix: Flood and wagons in depot [SF#1040119]
- Fix: Buying trains sometimes accounted for incorrectly [SF#1050990]
- Fix: Delayed news messages [SF#1084074]
- Fix: Slopes under high bridges were not flooded [SF#1090495]
- Fix: In scenario editor, when trees are placed randomly, they are no longer placed on farmland [SF#1092473]
- Fix: On create, the scrollbar of the server-list was not updated [SF#1092661]
- Fix: placing rocks in scenario editor. You can place rocks on trees and vice versa [SF#1092707]
- Fix: Drive side in new games. Setting the driver side is possible during the game until someone buys road vehicles. In networked games only the server can change it [SF#1093200]
- Fix: no more glitches with many maps in the scenario list when creating server [SF#1093466]
- Fix: Dissappearing rocks in Scenario Editor [SF#1093485]
- Fix: Toolbars accessible via keyboard in spectator mode [SF#1094092]
- Fix: When all stations in an aircraft's order list are demolished, the plane eventually crashes (running out of fuel) [SF#1095020]
- Fix: Servers list now also saves the port [SF#1095143]
- Fix: Crash when all vehicles from a vehicles per station list had been removed [SF#1098553]
- Fix: starting year patch goes out of range. Clamped year between 1920-2090 [SF#1099101]
- Fix: Bug Fix - Vehicle Lists not updated at Acqusition [SF#1099225]
- Fix: Game crashes after the click on Rename (see also Bug 10992). There was no check for non-selected engine [SF#1099451]
- Fix: wrong tooltip for place desert button [SF#1100736]
- Fix: fast forward in main menu [SF#1100767]
- Fix: Crash if generating land while industry window is open. This also happened for towns and the land information window [SF#1101179]
- Fix: Configure Patches window text overflow [SF#1101906]
- Fix: console in dedicated server [SF#1101963]
- Fix: Game crashed when clicking "new face" or "company color" twice [SF#1102275]
- Fix: Vehicle lists are now redrawn when a vehicle arrives in a depot. Station-specific vehicle lists are now redrawn daily as well (not only the master list) [SF#1099535, SF#1102776]
- Fix: font size changing. Dedicated server did not have code filtering, 'tab' could result in bigger fonts [SF#1103113]
- Fix: Order Check messages are now validated before displayed [SF#1103187]
- Fix: Railroad tracks on slopes were not flooded [SF#1103301]
- Fix: Crashed trains do not initiate the lost vehicle message anymore [SF#1104350]
- Fix: On horizontal/vertical tracks you are also charged for building/removing signals on the parallel track on the same tile [SF#110452]
- Fix: Aircraft in hangar messages are now revalidated before display [SF#1104969]
- Fix: Destroyed train locks crossings [SF#1105112]
- Fix: upgrade rail fails when train under bridge [SF#1105281]
- Fix: Trains do not think they're on a slope any more while they drive around in a tunnel [SF#1105959]
- Fix: Buoys can now only be removed if no ship has it in their schedule. (This makes buoys more useable in multiplayer games again, as buoys cannot be deleted by other players if they are used.) [SF#1105963]
- Fix: Graph's keys get confused [SF#1106354]
- Fix: placing signals with 2x1 drags is treated as placing a single signal [SF#1106930]
- Fix: console ignoring return character occasionally [SF#1107350]
- Fix: Scenario creation bug; engines are of correct year when scenario is saved [SF#1108008]
- Fix: little red box in scenario editor [SF#1092474]
- Fix: scrolling through console sometimes crashed the whole game [SF#1099197]
- Fix: Catchment area with drag&drop stations [SF#1099209]
- Fix: [Network] 'kick 1' did crash dedicated servers
- Fix: [Network] A server no longer crashes when a client sends an invalid DoCommand, but drops the client instead
- Fix: [Network] Added packet protection. No longer a client or server
- Fix: [Network] Bug in bind system. Advertising failed on systems with more then 1 ip, and server_bind active to one of them
- Fix: [Network] Disabled 'money-cheat' (read: bug which could give people a lot of money)
- Fix: [SDL] now the binary never links to SDL if DEDICATED is set
- Fix: [Windows] somehow mousewheel was disabled on windows using SDL; reenabled again
- Fix: a modified client could try to replace a vehicle to an invalid engine ID and crash the server
- Fix: autoreplace vehicle lists are now redrawn when a new vehicle becomes available
- Fix: Buy Vehicle GUI now shows HPs bigger than 32000 correctly
- Fix: Console alias, load_game functionality and load fix
- Fix: correct error message for when trying to build a railroad station over a bus/truck/etc-station
- Fix: Correct landscaping buttons in monorail and maglev toolbars
- Fix: dedicated server also writes to log file if active
- Fix: Desert-landscape does no longer crash
- Fix: Expand town is a bit more agressive
- Fix: finally zooming in/out always works
- Fix: fixed chat-bug (that from a certain moment, nobody could talk)
- Fix: fixed weight for double-head trains and with that the acceleration (now maglev lvl4 can reach their top speed, and are faster than lvl3)
- Fix: Full-Loading trains no longer get "lost" after a while
- Fix: Graphs were not updated correctly when one graph with a certain selection was already open and another graph window was opened
- Fix: in multiplayer clientlist can only be opened once
- Fix: Loan does not count against the company value
- Fix: nasty bug where one could build one station OVER the other
- Fix: No crash when creating a game with New English town names any more
- Fix: now helicopters will use a hangar in schedule to be replaced in, even if they are only set to service there. Since helicopters are serviced at helipads, they will only go there if they needs to be replaced or renewed. They will also use a hangar in an airport in the schedule if needed
- Fix: only a server can rename a town in a MP game
- Fix: really old maps do load again
- Fix: Refit engine button is now disabled when cargo capacity equals zero
- Fix: server issue where some company names were wrong
- Fix: Ship Vehicle Lists are now redrawn correctly
- Fix: signal stays red if a track is removed
- Fix: solve AI related order-problem
- Fix: starting openttd with -g <invalid_name> now acts normal
- Fix: The cost for an autorenew was not always send to the right player ;)
- Fix: Autorenewing multiheaded train engines now costs the correct amount. Used to be twice the correct price
- Fix: the scrollbar in the network gui (server list) now updates when scrolling
- Fix: Train crashes should no longer desync the game
- Fix: When deleting an order, the next pointer was not cleared, resulting in some unusual behavoir from time to time
- Fix: You can now also delete automatically found servers by pressing "del"
- Fix: You should no longer be able to delete bridges on any type of underground when there is a vehicle on it
0.3.5 (2004-12-24)
------------------------------------------------------------------------
- Feature: [Network] New network, very stable, a lot of new features
- Feature: [Network] Ingame Serverlist (with online game-servers to join)
- Feature: [Network] Webbased Serverlist: http://servers.openttd.org/
- Feature: [Network] Added dedicated server support
- Feature: [Network] Cheat protection in MultiPlayer
- Feature: [Network] Patch settings are also synced with the server
- Feature: [Network] Chat
- Feature: Custom currency settings
- Feature: Per-station vehicle lists
- Feature: More realistically sized catchment areas
- Feature: Sticky windows
- Feature: Even better support for NewGRF-files
- Feature: Implement improved vehicle loading algorithm
- Feature: Even more advanced console
- Feature: Game compiles under BEOS_SERVER
- Feature: Game compiles under OS/2 (no network-support)
- Feature: OpenTTD runs with the grf files of the DOS version
- Feature: [Big Endian computers, which are mac and MorphOS]: are able to load savegames by TTD(Patch)
- Add: 'l' openes the landscaping toolbar globally
- Add: Make the town sometimes build streets on slopes
- Add: Manpage
- Add: New checkpoint grahpics
- Add: SHIFT+DEL now deletes all non-vital windows (only status bar and main bar remain)
- Add: Windows now shows revision, release information in title bar
- Add: Windows snap at each other
- Add: Spanish, Catalan and Icelandic
- Change: [OSX] Moved data and lang folders inside OpenTTD. This got rid of the package system too, making installing/updating easier
- Fix: [OSX] Music is now on by default again
- Fix: [OSX] Made error opens the console
- Fix: [SDL] Added a confirmation dialog when quitting the game
- Fix: A train can leave and enter the same depot at the same time, then the trai simply got stuck
- Fix: Crash when making png screenshot with odd resolution
- Fix: Directories in *nix are now sorted alphabetically in ascending order
- Fix: Do not consider a road station as street when growing the town
- Fix: Engines from other climates do not appear any more when never_expire_vehicles is enabled
- Fix: Game options (like drive side) are not taken from the scenario when using 'new game' command
- Fix: Order checker now correctly detects station with invalid facilities
- Fix: Polished GUI in a lot of ways
- Fix: Saving or loading a map doesnt pauses the game anymore
- Fix: Some bridge part is not displayed transparent in transparent mode
- Fix: Starting with -r option allows all resolutions
- Fix: The pathfinder no longer sees rail with an other owner as a possible route
- Fix: Unable to select other screenshot format in Game Option
- Fix: Unwanted town renaming
- Fix: Vehicles slow down under bridge if the track is on a foundation
- Fix: You can no longer change name of waypoints whom are owned by somebody else
- Fix: Shares are now also sold when a company goes bankrupt [SF#1090313]
- Fix: It is no longer possible to crash trains of other companies by building a depot close to a station. (even more: trains do no longer enter tiles that do not belong to his owner) [SF#1087701]
- Fix: Crashed trains are not reported to have too few orders any more [SF#1087403]
- Fix: Backup-order-list was not closed with an OT_NOTHING, [SF#1086375]
- Fix: Docks now have a button to display the catchment area [SF#1085255]
- Fix: Invisible trains. Weird macros and MSVC optimizing do not always mix [SF#1070274]
- Fix: Number of passangers and mail in exclusive test offer window is swapped [SF#1068269]
- Fix: Pause key pauses the game [SF#1066504]
- Fix: Resetting file name after deleting a file [SF#1066121]
- Fix: Code error in win32.c Thanks Shai [SF#1066114]
- Fix: Windows can be placed behind toolbar [SF#1065247]
- Fix: Editor Map-Menu wrong String [SF#1064742]
- Fix: Always report a bus/lorry station as unpassable [SF#1058809]
- Fix: Refit train window stays open [SF#1053397]
- Fix: Incorrect Tooltip in Road Vehicle List [SF#1050993]
- Fix: Monorail and Maglev sounds are swapped [SF#1048596]
- Fix: Flooded wagons in depots do not keep constantly exploding any more [SF#1040119]
- Fix: Bug about lowering tracks built on slopes [SF#1035303]
- Fix: 'Allow goto depot' turned off, no checkpoints in orders [SF#1035066]
- Fix: Place sign and blue message box [SF#1034318]
- Fix: Wrong mapping between music titles and songs [SF#1033947]
- Fix: Some screensizes crashes OTTD. Fix in general bug that only allows resolutions which were multiple of 8 in width and height. Also use closest possible resolution in fullscreen if window size is not a valid resolution [SF#1030393]
- Fix: 'Service at' orders ignored after 2090. After 2090 year is reset to 1. Jan 2090, so most of the time, last service was in the future and no service ensured [SF#1030275]
- Fix: Building a station acted weird in some rare situations [SF#1029064]
- Fix: Ships could unload cargo at stations without docks [SF#1022227]
- Fix: Wrong trees (toyland's) in sub-tropical landscape style [SF#999669]
- Fix: High bridge rendering error [SF#993500]
- Fix: Disabled buttons flicker no more [SF#991101]
- Fix: Start/stop flag in train depots always works, regardless of the horizontal scroll position [SF#985925]
- Fix: Un-owned rail. Trains could cross competitor's tracks if there was a road-crossing over it [SF#985439]
- Fix: Pathfinding bug; train likes the roundabout. If train needs servicing it will now look 16 tiles along the track instead of 12 tiles manhattan style [SF#982611]
- Fix: Fullscreen. New button 'Fullscreen' in 'Game Options' menu which lets you set fullscreen ingame [SF#967096]
- Fix: No longer road/rail crossing signals hang when a train is reversed at the wrong moment [SF#958098]
- Fix: Ctrl + d bug. Longest outstanding bug has been fixed [SF#926105]
0.3.4 (2004-09-14)
------------------------------------------------------------------------
- Add: Dutch translation
- Add: Generalised A* Algorithm
- Add: Generalised queues (Fifo, Stack, InsSort, BinaryHeap)
- Change: Changed 'terraforming' to 'landscaping'
- Change: Changed default options (road side, distance units, currency) to most commonly used options
- Change: Disable 'Submit Report' and 'Show Details' on OpenTTD error window on Windows. Currently of no use, since no devs have assembly knowledge
- Change: Removed patch no_train_service. Instead you can set the default service interval for any vehicle type to 'disabled'
- Codechange: Comments added to the code
- Codechange: Made bridge building code more readable [SF#996244]
- Feature: "None" as option for number of industries in difficulty settings
- Feature: Add many random industries and towns in scenario editor
- Feature: Added Autosignals, just like Autorail. Can copy signal style, convert signal<->semaphore, etc
- Feature: Added level land button to scenario editor
- Feature: Added never_expire_vehicles to patches GUI
- Feature: Added new icons for landscaping toolbar
- Feature: Added original vehicle names file. Select it from the list. Vehicles will have real name, all other strings are in English
- Feature: Added/heavily modified patch by truesatan cheat change date
- Feature: Align toolbar left/center/right patch
- Feature: All TTDLX kind of savegames are supported (.SS1, .SV1, .SV2, .SV0, .SS0)
- Feature: Alpha version of a new AI
- Feature: Autodetect server in LAN via udp
- Feature: Build_date of station (viewable with Query tool)
- Feature: Cheat switch climate
- Feature: Company HQ can now be moved somewhere else (cost 1% of company value). Water floods HQ
- Feature: Competitors menu under patches
- Feature: Copy/share orders now works from ship depot window for ships and hangar window for aircraft
- Feature: Difficulty settings window has been changed
- Feature: Enable/disable all buttons in message settings
- Feature: Executeable is now openttd(.exe) always
- Feature: General protection around Sprites
- Feature: Ingame console
- Feature: Invalid (void) orders in schedule are highlighted in red
- Feature: Invisible trees when in transparent mode (patch entry)
- Feature: Option to sort vehicles in vehicle-list window by different criteria
- Feature: Performance details window in company league menu
- Feature: Proper crediting to graphics artists to about box
- Feature: Removing town roads has been finetuned
- Feature: Safeguard against invalid values in Patches window. Values will stick to their defined min and max values
- Feature: Sorting savegames, scenarios by name/date
- Feature: Terraforming toolbar (in the plant tree menu)
- Feature: The extra dynamite patch has been changed a bit
- Feature: Warning when a vehicle has invalid orders
- Feature: Water floods everything, including vehicles
- Feature: Working multiplayer gui
- Feature: No extra frequent jet crash on small airports [SF#976127]
- Feature: Scrollto Station in Orders. CTRL click on orders of a vehicle and main-window scrolls to that station [SF#992998]
- Feature: Improved industry directory [SF#997115]
- Feature: Euro introduction news item [SF#1003350]
- Feature: Percent-based service intervals. Send a vehicle to depot after it has lost X% of its reliability [SF#1009708]
- Feature: Extra Viewport [SF#1009710]
- Feature: Show max loan in finances window [SF#1024044]
- Fix: (Unix) loading old scenarios (.sv0) works again
- Fix: 64bit CPU fixes
- Fix: 64x64 stations are now nicely painted
- Fix: A lot of network fixing
- Fix: A lot of old AI fixed
- Fix: All scenarios, savegames show up with their correct name
- Fix: Automatic oil refinery generation in editor
- Fix: Autosave folder was not created on MorphOS- Fix: Bridge slope fix again, thanks Truelight
- Fix: Bulldozing stuff with cheat magic_dynamite turned on does not lower city ratings
- Fix: Change SDL_HWSURFACE back to SDL_SWSURFACE (Diablo-3D); better performance
- Fix: Coast line near edge of map and near oilrigs
- Fix: Company-value was not updated immediatly if legend was changed
- Fix: Delete canal under bridge was not possible
- Fix: Disable Fast Forward in network games visually (did not work anyways, just showed graphical output)
- Fix: Error message for 'game load failed' when no town is in a scenario
- Fix: Game not pausing when saveload dialog is clicked in main menu
- Fix: Load Scenario fix
- Fix: Make endianess check 100% accurate
- Fix: Memory leak in news system
- Fix: Monorail/maglev became available around 1927
- Fix: Move around sort-widgets a bit so it looks more natural
- Fix: Music now finally works on WinXP. DirectMusic is now default for an OS >= WinNT4 (WinNT4, Win2k, WinXP), and MIDI driver for lower OS's (Win95, Win98, WinME, etc)
- Fix: Old scenarios have correct colour
- Fix: Placing/editing signs signs is possible in paused mode
- Fix: Player window fixes, Getstring id0 fixes, Finances window is now ok
- Fix: Playing new game with scenarios in windows works
- Fix: Possible to disable some patches (e.g. default service interval) again by setting them to 0
- Fix: Problems around exclusive transport rights
- Fix: Railroad crossings on slopes are now possible
- Fix: Random crash when player-face was displayed in error-dialog
- Fix: Rare mousewheel scrolling with scrollbar crash
- Fix: Road vehicles do not get stuck any more at stations
- Fix: Savegames are sorted with newest date first by default
- Fix: Scenario editor now asks before it generates a random landscape
- Fix: Slopes graphics fix
- Fix: Small gap between station button and signal button in rail toolbar
- Fix: Some minor fixes around GetTileTrackStatus
- Fix: Sorter icon pointing down 'v' sorts in every window lowest value first, '^' highest value first
- Fix: Starting a new game in DesertLandscape crashed the game
- Fix: Stupid bug in company league window if non-player is first
- Fix: Two non-AI players when loading a scenario
- Fix: Unix uses same sorting of directories, files as windows
- Fix: When adding parts to a statin max size is not 15x15 anymore, but _patches.station_spread
- Fix: Win98 crashes related to music/sound
- Fix: Wrong building of road-slopes for a future AI/Town
- Fix: Wrong pathfinding when northern station tile is missing
- Fix: You cannot take ownership of an oilrig by building right next to it
- Fix: [Makefile] Fixed issue where sdl-config was needed even on systems without SDL
- Fix: [SDL] Performance fix fo palette animation and mouse jumping
- Fix: [SDL] Same resolution was displayed more than once in game options
- Fix: [SDL] Smoother mouse and performance fix, like in Win32
- Fix: Wrong trains you can buy with scenarios [SF#963056]
- Fix: Minimap crash [SF#972087]
- Fix: Bug in '[a] weird non-uniform stations handling' [SF#972247]
- Fix: Parent_list was too small [SF#976583]
- Fix: Memoryleak in parent_list [SF#981934]
- Fix: Max_loan in editor bug [SF#982666]
- Fix: Bridge building over boats [SF#987888]
- Fix: Cargo delivery area patch for bug [SF#990770, SF#989322]
- Fix: No tunnel crash [SF#992726]
- Fix: Light House Placement Bug [SF#993339]
- Fix: Pressing alt locks the game - sort of a bug [SF#993374]
- Fix: Buildings on water [SF#993493]
- Fix: No canal building under bridge [SF#993512]
- Fix: UDP Fixes [SF#993829]
- Fix: Train drivers dies two times [SF#994067]
- Fix: Road depot - bus/lorry station [SF#994720]
- Fix: _local_player fixes. Fixes wrong memory access [SF#996025]
- Fix: Bridge Bug fixed bug fixed again [SF#996065]
- Fix: Weird two tile bridges on slopes [SF#996065]
- Fix: Empty strings in signs [SF#997303]
- Fix: Junction after tunnel bug [SF#997703]
- Fix: "autosave" directoy creation (MorphOS/AmigaOS) [SF#999592]
- Fix: I lost all wagons. Half-assed fix for lost wagons. But now users can at least fix this problem. Consolecommand "resetengines" [SF#1001540]
- Fix: BuildRoadOutsideStation fix [SF#1006530]
- Fix: Autorenew issues [SF#1006715]
- Fix: Copy orders between bus/truck possible [SF#1007272]
- Fix: Scenario editor pause bug [SF#1007630]
- Fix: Signals not updated after ClearTunnel Bug [SF#1008605, SF#985920]
- Fix: Too many save games prevented loading [SF#1009385]
- Fix: problem with transferred cargo crashes game [SF#1009567]
- Fix: build in pause is now a cheat instead of a patch [SF#1009621]
- Fix: Wrong multihead selling [SF#1009631]
- Fix: Turning on the magic bulldozer removes oil rigs [SF#1010833]
- Fix: Drunk pilot [SF#1012086]
- Fix: TileAddWrap() gave wrong results [SF#1014278]
- Fix: Cached_sprites does now work again [SF#1016954]
- Fix: Bug when dragging a part of a multiheaded engine to 'sell-whole-train' [SF#1022689]
- Fix: Fix for MouseWheel assert error in non-zoomable viewports. Zooming now will only occur if mousepointer is either in an extra viewport window, or main game-window [SF#1023971]
- Fix: Company value problem (again). Now company value rightly shows the value, including ALL your money [SF#1025836]
- Fix: Company values bigger dan int32 were put to negative [SF#1025836]
- Fix: Long bridges had negative value [SF#1025836]
- Fix: Vehicle depots not transparent with transparent buildings [SF#1026271]
0.3.3 (2004-07-13)
------------------------------------------------------------------------
- Feature: MorphOS/AmigaOS network support
- Feature: Improved German town name generator
- Feature: Transparent station signs
- Feature: Show total cargo per wagon type in train details window
- Feature: Bridges on slopes
- Feature: Added Galician translation
- Feature: Extra dynamite, allow the removal of town-owned roads, bridges, tunnels for a popularity rating penalty
- Feature: Magic bulldozer cheat, that lets you remove industries, unmovables and town-owned buildings, roads and bridges
- Feature: Enabled 'remove' button for stations
- Feature: Cheat GUI (activate with crtl-alt-c) The game remembers if you have used a cheat
- Feature: Station sort implemented using qsort()
- Feature: Station list shows #of stations owned by player
- Feature: Split canal/lock tool in two tools, one for building canals, one for locks
- Feature: Make the HQ generate passengers and mail
- Feature: Display number of houses in town overview window
- Feature: Land info now shows type of signal
- Feature: Realistic train reversing
- Feature: Added support for 64 bit CPUs
- Feature: Added water quantity level "very low", which is the default for easy mode now
- Feature: Realistic acceleration turned on, train must first slow down and stop before it can reverse
- Feature: [MorphOS]: Various small improvement to make the the game feel more native
- Feature: Alt + f now toggles full screen (alt + enter still works)
- Feature: [OSX] Command + q shows the quit window and command + f or enter toggles full screen (alt and control still works too)
- Feature: Autorenew, autorenews vehicles if enabled
- Feature: (Incomplete) news history window
- Feature: Larger smallmap size
- Feature: Austrian Citynames
- Feature: Repaying most possible debt
- Feature: Added Polish translation
- Feature: Added Danish translation
- Feature: Initial GRF support.You have to enable it in openttd.cfg using [NewGRF] setting
- Feature: Smooth economy changes
- Feature: TTDPatch-style gotodepot. Ship depots and aircraft hangars can be inserted in the schedule as well
- Feature: Ability to add "service if needed" orders (the "full load" button changes to "service" after selecting a depot order)
- Feature: If a vehicle has depot orders in its schedule, automatic servicing is disabled
- Feature: Patch setting so that helicopters get serviced automatically on helipad
- Feature: Center toolbar on screen
- Feature: Sort savelist by date
- Feature: Allow scrolling in both directions
- Feature: Two new airports (metropolitan in 1980 and international in 1990)
- Feature: Resizing the window in all SDL builds
- Feature: Added MIDI flag to makefile to set custom path to midi player
- Change: Autosaves are now placed in save/autosave
- Change: Default savegame directory is /save in Linux
- Change: Screenshots are saved to PERSONAL_DIR (unix)
- Change: Scenarios now have the file extension .scn
- Change: Default network port from 12345 (known trojan) to 3979
- Change: Crossing tunnels is now considered a cheat
- Change: Made helicopters able to land on small airports again
- Fix: Removing and upgrading tracks under a bridge when a train is on the bridge
- Fix: Pause button was not synched in network games
- Fix: Crash caused by invalid screen resolutions
- Fix: AI can not build tubular bridges in 1950, etc. Same restrictions apply to it, as to human players
- Fix: Volume, liters, was x100, should be x1000
- Fix: Bridge building by towns was screwed when executed without testing first
- Fix: Better AI route finding
- Fix: AI builds less inner-city bus stations
- Fix: Better industry spreading on random maps
- Fix: Two industries that accept the same goods can never be very close to each other
- Fix: Destroying bridge (over water or 'higher bridge' with vehicle on it)
- Fix: Game crashes when you hit the build rail button
- Fix: Some scenarios had a max_railtype of 0
- Fix: Bribe Autorithy. A failed attempt to bribe is now also stored in savegame
- Fix: 80% CPU load paused in fast-forward
- Fix: Some airport runways were treated
- Fix: Minor minimap glitch
- Fix: Station sorting scroll fails with not ennough stations
- Fix: Desert ground for depots in the desert
- Fix: Trains could run on wrong track type under bridges
- Fix: Screenshot hangs
- Fix: Wrong sound with ships
- Fix: Toy shop closes even though it has supply
- Fix: Nordic characters
- Fix: Also restore Service Interval when rebuying vehicle
- Fix: Crash with map bits > 8
- Fix: UFO crash in busstop
- Fix: Town actions has empty row
- Fix: Train stuck with the head in one depot and tail in another
- Fix: Optimized random radio tower spreading
- Fix: Ground below trees is sometimes not covered by snow
- Fix: Fast forward button in scenario editor
- Fix: Screenshot hotkey does not function in scenario editor
- Fix: Allow deleting a bridge if a vehicle is below
- Fix: Crash loading a scenario
- Fix: Build tracks on water
- Fix: Fast forward button pressed with tab
- Fix: Vehicles do not get old
- Fix: Finance bug with some original scenarios
- Fix: 'Stopped' is shown when train is stopping and 'Reverse' is clicked
- Fix: 100% CPU bug
- Fix: Crash when AI builds airport
- Fix: Plays wrong music on main screen
- Fix: Inflation was way too high when intrest rate = 0
- Fix: Cannot sell anything if money is TOO negative
- Fix: Fast forward button resets
- Fix: "Refit train" button remains
- Fix: Enable up/down scrolling with the mouse
- Fix: 1920 all trains
- Fix: Wrong heli breakdownspeed
- Fix: Station list cargo waiting display bug
- Fix: Bug that could allow rails on steep slopes
- Fix: Train depots and checkpoints not flooded by water
- Fix: Added command line option (-i) to deactivate the grf check
- Fix: Signal bug [SF#949929]
0.3.2.1 (2004-05-23)
------------------------------------------------------------------------
- Feature: Now builds on FreeBSD
- Feature: Now builds on MorphOS
- Fix: Use english.lng by default
- Fix: No bridges available in 1920
- Fix: Czech file was missing
0.3.2 (2004-05-22)
------------------------------------------------------------------------
- Feature: HP for trains limited to 16bit int
- Feature: Added Czech translation
- Feature: Train refitting
- Feature: Auto euro
- Feature: Industry directory
- Feature: Added extend vehicle life/noexpire patch
- Feature: Show revision number in title bar
- Feature: Random network games
- Feature: Smallmap remembers size
- Feature: Remember value of show town names in smallmap
- Feature: Norwegian translation
- Feature: Norwegian currency
- Feature: Slovak language
- Feature: Use SO_REUSEADDR on listen socket
- Feature: Unix sigabort handling
- Feature: Hungarian translation
- Feature: Added Norwegian translation
- Feature: Added more default resolutions
- Feature: Return error message if DOS grf files are used
- Feature: Bemidi support
- Feature: Added Icelandic currency
- Change: Plant area of trees now allowed for 20x20 area
- Change: "kmh^-1" to "km/h"
- Change: Show original savegame names for oldstyle savegames
- Change: Autosave go to autosave/
- Fix: Do not allow building railroad stations on airports or bus stations
- Fix: Canal tool resets after 1 use
- Fix: Enable mouse wheel scrolling and zooming in SDL
- Fix: Construct industries producing raw materials
- Fix: Loading TTD saves gave incorrect reliability parameters for wagons
- Fix: Fixed order restore bug in network play
- Fix: Network sync fix for train goto depot
- Fix: Only one statue per player per town
- Fix: Enhanced patch configurator
- Fix: If realistic acceleration was enabled, train did not accelerate if they entered a tunnel right after a slope
- Fix: Remove SDL frameskip message
- Fix: Road vehicle on hills speedfix
- Fix: CompanyValueGraph window too small for currency
- Fix: Mkdir() problem in unix.c
- Fix: Client kills server if it leaves a networkgame
- Fix: Smoother mouse cursor
- Fix: Fixed a couple of overlapping memcpys
- Fix: Quit to beos
- Fix: Dragging to build canals sometimes crashed
- Fix: Cactus plants died on desert
- Fix: Invalid letters in spanish town names
- Fix: Rail upgrade button
- Fix: Makefile reorganization
- Fix: Zoom out button not grayed out
- Fix: No space between some values and units
- Fix: Station catchment outline-tiles were not shown properly on slopes
- Fix: Oil rig station was not properly deleted
- Fix: Fixed making screenshots in scenario editor
- Fix: Mac patches
- Fix: Fixed alignment issue in station drawing
0.3.1 (2004-04-26)
------------------------------------------------------------------------
- Feature: Bridge pillars for higher bridges
- Feature: Remember cargo payment rates selection, default to all
- Feature: Fast forward button
- Feature: Copy/share orders from trains in depot
- Feature: Swedish translation
- Feature: Dragging to construct canals
- Feature: Can now have more than 128 towns
- Feature: Always allow building small airports patch
- Feature: Colorful newspaper after a certain date
- Feature: Build while paused patch
- Feature: Polish town names
- Feature: Clear area now works in scenario editor
- Feature: Drag&drop stations
- Feature: More realistic train starting and stopping
- Change: New directory structure (*.grf+sample.cat in data subdir, *.lng in lang subdir)
- Fix: Shift+arrows keys scrolls faster
- Fix: "Monorail in 1985" which allowed you to build monorail/maglev at any year [SF#941880]
- Fix: Town ratings when companies are deleted/merged
- Fix: Vehicle reliability calculation in third phase
- Fix: Random world button in scenario editor does not build cities, industries, trees
- Fix: Loading worlds with no towns now fails
- Fix: Outdated sort order after station renaming
- Fix: Better train detection for copy orders
- Fix: Euro currency bug [SF#938481]
- Fix: Go to xxx road depot selection bug (2) [SF#938170]
- Fix: Scrolling and newspaper in title screen [SF#934520]
- Fix: Incorrect cargo_days for trains
- Fix: Array bounds error with train breakdown speeds
- Fix: Towns deleting random tiles around houses
- Fix: Incorrect road vehicle list caption for competitors
- Fix: Vehicle menu graying after a bankrupty
- Fix: Selective road removal
- Fix: Make houses available in 1920 to prevent hang
- Fix: Duration of breakdown smoke
- Fix: Slope bug under bridges
- Fix: Do not play invalid sounds (fixes road reconstruction crash)
- Fix: Display correct train power with multihead engines
- Fix: Buffer overflow caused by too long string in english.lng
- Fix: Destroying things with no money
0.3.0 (2004-04-14)
------------------------------------------------------------------------
- Feature: Cost estimation with Shift
- Feature: Added patch for starting_date, takes a value on the form yyyy, yyyymm or yyyymmdd
- Feature: Support for multiheaded trains
- Feature: Sell whole train by dragging loco to special trashcan
- Feature: Drag the whole train with ctrl in depot
- Feature: Added convert rail tool
- Feature: Patch to select what vehicle types the ai will build
- Feature: Better slope graphics
- Feature: New pathfinding algorithm for trains (enable with new_pathfinding)
- Feature: Added patch to use timidity for BeOS
- Feature: Mousewheel can now be used to scroll in windows
- Feature: Added coordinate display to landinfo window
- Feature: Change default servicing interval for vehicles
- Feature: Change max # of vehicles per player
- Feature: Nonuniform stations patch
- Feature: Moved error message box out of the way
- Feature: Canals/shiplifts
- Feature: Build tree of random type
- Feature: Build trees on area
- Feature: Added color coded vehicle profits
- Feature: Ability to close error messages with space
- Feature: Network games (currently unsupported)
- Feature: Bigger demolish tool
- Feature: Two more bridges
- Feature: Improved depot finding
- Feature: Bribe the town authority
- Feature: Allow building many trees on a single tile
- Feature: Added snow_line_height setting, only affects new games
- Feature: Errmsg_duration controls how long error messages are displayed
- Feature: Fullscreen_bpp setting in [win32] sets the bpp to use in fullscreen mode
- Feature: Euro symbol
- Feature: High bridges
- Feature: ZLIB savegames (smaller than before)
- Feature: PNG, PCX screenshot support
- Feature: Indicate with gray in vehicle popup menus if company has no vehicles of that type
- Feature: Clicking on the money brings up finances
- Feature: [OSX] Distribution now uses Apples package system for easier updates
- Feature: [OSX] Application is now a proper bundle application
- Change: Use save/ as save folder on win32
- Change: Moved date in news window
- Change: Do not check if tiles around the clicked station is a station in order gui
- Change: Keep checkpoint button down after placing
- Change: Moved disk devices to bottom of list on win32
- Change: Changed speedkey from Shift to Tab
- Change: Enhanced patches window with pages
- Change: Do not slow down trains as much on hills
- Change: Limit amount of radiotowers
- Change: Changed intro graphics
- Change: All player stuff is deleted when you load a scenario
- Fix: Aircraft terminal was not properly freed if aircraft crashed
- Fix: Fixed station acceptance bug
- Fix: Fixed buy shares in company
- Fix: Only deliver goods to stations that have a rating != 0
- Fix: Added F hotkeys in scenario editor
- Fix: Unable to raise land next to signal
- Fix: Aircraft was shown instead of ships in player overview window
- Fix: Updated installer to take care of savegames more carefully
- Fix: Do not make a new subsidy if there already exists one that is currently active by a company
- Fix: Town directory sometimes showed huge numbers
- Fix: Fixed bugs when changing owners of items (pieces of rail were not always deleted),
- Fix: Fixed bug with large stations in train pathfinder
- Fix: Deleting docks does not produce land
- Fix: Deleting ship depot does not produce land
- Fix: Buoy is now treated as water when flooding
- Fix: Combo presignals bug fix
- Fix: Prevent going to 0,0 if airport/docks is deleted
- Fix: French town names had bad letters in them
- Fix: Order list when replacing train did not work properly
- Fix: Start in the middle of the map
- Fix: More error tolerant saveload code
- Fix: [OSX] Now runs even if SDL is not present on the system
- Fix: [OSX] Now runs on systems older than 10.3
- Fix: [OSX] Altered compiler settings to make a completely stable app
0.2.1 (2004-04-04)
------------------------------------------------------------------------
- Feature: 'A' hotkey now always opens autorail
- Feature: X can be used to toggle transparent buildings
- Feature: Hotkeys 1-9 can be used to build a bridge in the bridge window
- Feature: Added more hotkeys in the road build window
- Change: Moved autorail button
- Fix: Copy orders crashed if you clicked on a wagon
- Fix: Do not show transparent buildings in intro
- Fix: Installer does not delete savegames
0.2 (2004-04-03)
------------------------------------------------------------------------
- Feature: Autoscroll (only works to left/right)
- Feature: Train checkpoints, instead of TTDPatch's nonstop handling
- Feature: TTDPatch compatible nonstop handling
- Feature: Refresh rate configuration setting
- Feature: Town directory sorting options
- Feature: Pre-signals (ctrl-click on existing signals to change signal type)
- Feature: Show semaphores on the right side if right-sided traffic
- Feature: Patch options configuration window
- Feature: Autorail build tool
- Feature: "Show yearly finances window" option
- Feature: "Signals on drive side" patch
- Feature: "Show full date in statusbar" option
- Feature: Italian translation
- Feature: Road and rail removal by dragging a selection
- Feature: News item for "train is unprofitable"
- Feature: News item for "train is lost"
- Feature: [Win32] Double size mode (Ctrl-d to toggle)
- Feature: "Multiple similar industries in close proximity" option
- Feature: "Multiple industries per down" option
- Feature: "Crossing tunnels" option
- Feature: Order sharing and copying ("goto" on other vehicle to copy, ctrl+"goto" to share)
- Feature: Remember last built rail type
- Feature: "Debtmax" faster loan management with ctrl key
- Feature: "Go to depot" orders option
- Feature: "Long bridges" option
- Feature: "Select goods" option
- Feature: "No train service" option
- Feature: "No inflation" option
- Feature: Automatically detect available resolutions
- Feature: "Full load any" option, as in TTDPatch
- Feature: Automatic detection of available language files
- Feature: German translation
- Feature: Finnish town names
- Feature: Remember custom difficulty settings
- Feature: Configuration file system
- Feature: Show vehicle speed in vehicle view windows
- Feature: Train depot window now has horizontal scrollbar
- Feature: Mammoth trains
- Feature: On-the-fly language selection
- Feature: Load old premade ttd maps (must be renamed to .sv1 extension)
- Change: Increased number of windows on screen to 20
- Change: [OSX] Start when doubleclicked
- Change: [OSX] Significant performance increase
- Change: Optimized startup time
- Change: Sorted savegame list
- Fix: News window was moved strangely when resizing
- Fix: Fixed sign drawing bug in max zoom out mode
- Fix: Road vehicles sometimes getting stuck
- Fix: Connecting tracks behind depot causing incorrect signal behavior
- Fix: Save/load diskspace bug
- Fix: Incorrect bridge cost for long bridges
- Fix: Disallow buoy in north corner
- Fix: Shift key now increases game speed only when game window is active
- Fix: Ctrl button now works with SDL driver
- Fix: Incorrect weight displayed in "new trains" window
- Fix: Incorrect train running cost in newspaper
0.1.4 (2004-03-25)
------------------------------------------------------------------------
- Feature: Crash submit system on win32
- Feature: Autosave
- Feature: In-game resolution selection via settings window
- Feature: Dutch town names
- Feature: Added load game menu item
- Feature: Build on coasts
- Feature: Allow building transmitters, lighthouses and company headquarters on slopes
- Feature: Now builds on MacOSX
- Change: New savegame format
- Change: New format for english.lng
- Fix: Train smoke clouds
- Fix: Train engine sounds
- Fix: Play all sounds at 11025 hz (fixes certain sounds)
- Fix: Scenario editor desert button now makes desert instead of lighthouse
- Fix: Creating random town in scenario editor crash
- Fix: Candy bubbles sometimes caused crash
- Fix: Wrong speed was shown in news window for some vehicles
- Fix: Graph color bleeding
- Fix: Arrow keys with SDL driver
- Fix: Do not allow trains to road depots
- Fix: Road vehicle was sometimes shown inside depot
- Fix: Arrow keys in sdl driver were wrong
- Fix: Endianness bugs in save/load
- Fix: Now builds on FreeBSD
- Fix: Screenshot feature now works
- Fix: Rail foundations sometimes displayed unnecessarily
- Fix: Minor AI bugs
- Fix: Fixed industry sounds
- Fix: Bug where ship depots were very expensive
- Fix: BeOS build
- Fix: Yearly expenses data being the same for the past two game years
- Fix: Adding songs to playlists other than custom1 and custom2
- Fix: First and last tracks playing the wrong music
- Fix: Palette animation for SDL video
- Fix: Get remaining disk space on most Unix-en
- Fix: Screen went black when resizing
0.1.3 (2004-03-18)
------------------------------------------------------------------------
- Feature: Swedish town names
- Feature: More currencies
- Feature: Better window resizing/zooming
- Feature: Added goto road vehicle depot for road vehicle orders
- Feature: Possibility to use either semaphores or signals (Ctrl key)
- Feature: Limited the scrolling rate for year selector in scenario editor
- Feature: Improved mouse scroll zooming
- Feature: Larger stations and possibility to join stations
- Fix: Message options window
- Fix: Company takeover/purchase
- Fix: Station code so it is not possible to steal another player's temporarily deleted station
- Fix: Subsidy owner bug when deleting station
- Fix: Crash when deleting a bridge with a train on it
- Fix: Missing candy initial cargo payment values
- Fix: Goods and Food/FizzyDrinks subsidies
- Fix: Graphical glitch in subsidies window
- Fix: Take over company dialog was not shown properly
- Fix: Crash if player windows were open while the company went bankrupt
- Fix: Train slowness on hills
0.1.2 (2004-03-15)
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- Feature: Mouse wheel can be used to zoom in out on win32
- Feature: Implemented some support for resizing the window dynamically in win32
- Fix: Tunnel mouse icon for maglev and monorail
0.1.1 (2004-03-14)
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- Feature: Preliminary presignal support
- Feature: Center windows properly in higher resolutions
- Feature: Command line -g flag now optionally takes a game to load
- Add: External MIDI driver for Unix version
- Add: DirectMusic driver for Win32 version
- Add: "build tracks on slopes" feature
- Fix: Problem where directories were not displayed under Linux
- Fix: Colors in map window for routes
- Fix: Road drive side
- Fix: "Fund road construction" not clickable when unavailable
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