- Fix: 'L' no longer opens ingame terraform bar in scenario editor bar, but the land generator one
- Feature: [ 1095110 ] Create Lake and draggable Create Desert tools (initial implementation GoneWacko), also added sticky buttons to land generator and town generator
- CodeChange: moved around some of the draggable tools, demystifying them
- CodeChange: change CmdBuildCanal to allow for XANDY dragging not only X or Y (only scenario editor)
- CodeChange: add some more enums to sprites.
- TODO: merge most of the ingame and scenario editor land terraform code. This can only be done after OnClickButton function is changed so it also includes the backreference to the widget being clicked, postponed to after 0.4.0
- Supports trains, road vehicles and ships.
- Uses A* pathfinding (same codebase as the new ai).
- Currently unlimited search depth, so might perform badly on large maps/networks (especially ships).
- Will always find a route if there is one.
- Allows custom penalties for obstacles to be set in openttd.cfg (npf_ values).
- With NPF enabled, ships can have orders that are very far apart. Be careful, this will break (ships get lost) when the old pathfinder is used again.
- Feature: Disabling 90 degree turns for trains and ships.
- Requires NPF to be enabled.
- Ships and trains can no longer make weird 90 degree turns on tile borders.
- Codechange: Removed table/directions.h.
- table/directions.h contained ugly static tables but was included more than once. The tables, along with a few new ones are in npf.[ch] now. Better suggestions for a location?
- Fix: Binary heap in queue.c did not allocate enough space, resulting in a segfault.
- Codechange: Rewritten FindFirstBit2x64, added KillFirstBit2x64.
- Codechange: Introduced constant INVALID_TILE, to replace the usage of 0 as an invalid tile. Also replaces TILE_WRAPPED.
- Codechange: Moved TileAddWrap() to map.[ch]
- Add TileIndexDiffCByDir(), TileIndexDiffCByDir().
- Codechange: Moved IsTrainStationTile() to station.h
- Add: IsRoadStationTile() and GetRoadStationDir().
a single station.
Thanks to: Truelight for the saveload code, Darkvater and Hackykid for
network testing and Tron for proof-reading 1500 lines of diff.
The news messages are now precisely cropped according to pixel width to fit optimal into the window.
Introduced a new date format: DATE_TINY, which is ISOish.
o allows users to setup the production values of the rawmaterial producing
industries in the editor
Modified:
o ttd.h - added CT_INVALID for 0xFF cargo type
o english.txt - added 1 string
o industry_gui.c - the feature itself
o window.h - added compile asserts to the structs which checks whether their
sizes are smaller than WINDOW_CUSTOM_SIZE
Thanks:
o Darkvater to bother me to constantly improve the patch
o Various users at #openttd for testing
-Added endgame score on 1 jan 2051 where you are added to the highscore if sufficiently large points have been accumulated. Game is paused while
-These values are saved in hs.dat; added read/write functions for it
-Added code to delete all windows to show charts. There is one issue left: somehow a news-gui pops up in front of the the chart at the end of the game.
(now maglev lvl4 can reach their top speed, and are faster than lvl3)
(Tnx to Darkvater :))
-Fix: Buy Vehicle GUI now shows HPs bigger than 32000 correctly
- Replaced "WP(w,replaceveh_d).line_height" with
"w->resize.step_height" since they needed to be the same anyway
- Cleaned the code a litte for readability (like correct tabbing)
- Added company color to replace vehicle windows to make them look like
the rest of the vehicle windows and made the caption text white (also to
fit the standard)
--This line, and those below, will be ignored--
M vehicle_gui.c
M lang/english.txt
M window.h
This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once
ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the
vehicle overview windows
Note: autorenew is now autoreplace, but to the same engine type
Nice new features, that was added to make this possible
- windows can now have two independant vertical scrollbars
- CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with
estimated costs even if shift is pressed
- fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
- Networking
- File selector issue
- Keyboard input
- Dedicated server console issue (use dedicated.cmd to open a server)
- Plus many other minor issues