--- ../ubuntu/openttd-0.5.3/changelog.txt 2007-09-15 13:17:42.000000000 +0200 +++ changelog.txt 2008-04-01 00:09:27.000000000 +0200 @@ -1,3 +1,479 @@ +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 wasn't 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: Don't 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: Don't 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: Don't 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 doesn't 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 won't 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 wasn't 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 shouldn't 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 won't 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 shouldn't 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 couldn't 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() didn't 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 can't enter in more cases (r11870) +- Fix: Do not make crossing red when we can't 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 don't allow load/unload/transfert 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 wasn't 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 (7592) +- 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: Don't 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 ' button of the global vehicle lists to 'Available ' 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 () 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) @@ -200,7 +676,7 @@ - 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: 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) @@ -844,7 +1320,7 @@ - Feature: scrolling credits list (in alphabetical order) - Feature: Train window now shows the number of vehicles per row (mpetrov) - Feature: [ 1039061 ] Swiss town-names (vulvulune) -- Feature: [ 1090950 ] Adding 16:10 resolutions for mainly laptops (doode) +- Feature: [ 1090950 ] Adding 16:10 resolutions for mainly laptops (doode) - Feature: [ 1098254 ] (dis)Allow Shares. Add patch options to allow buying/selling of shares (Hackykid) - Fix: [ 1031451 ] Catchment area shows when buying sign - Fix: [ 1040119 ] Flood and wagons in depot