- 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: 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: Some bits were unset when loading old TTD savegames when they shouldn't be unset (r10147)
- 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)
- Fix: Some files were still in iso8859-15 instead of UTF-8 (r9961)
- Feature: Add server_lang in [network] section of openttd.cfg (r9716)
- 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: when loadin games, enroute_from was updated in the wrong place, causing issues with TTD savegames/scenarios (r9147)
- Fix: when you started openttd with '-g' you got the same map every run (r9205)
- Fix: use a less CPU-intensive algorithm to find a random industry for the AI to prevent it slowing down the game (r9251)
- Fix: A34-1000, Z-Shuttle, and Kelling K1 are now listed as small aircraft (r9298)
- Fix: NewGRF support for vehicle variable 48 (r8943)
- Fix: crash on loading savegames with GRFs that do not have their GRF info/name set (r8955)
- Fix: reinitialize all engines after grf files have been reloaded/changed (r8976)
- Fix: do not select a disabled platform length/number of track count when going out of drag-drop mode (r8999)
- Fix: play the correct engine sound based on the engine type instead of the sprite (r9009)
- Crash when an old savegame had buoys on the northern edge of the map (r8689)
- It was possible to take over buoys by building a station next to them (r8794)
- Adhere order types for ship order insertion to determine destination type (r8802)
- Do not show the 'edit sign' window for spectators (r8808)
- Bool (uint32 in PPC) was written to as a uint8 (r8684)
- Fix a problem where loading times for overhanging trains are miscomputed (r8709)
- Load newer TTDP games (update coastal tiles) (r8738)
- Cloning unaware of articulated locomotives that could refit without refitting the front unit (r8777)
- Load station rectangle for all savegames, not only after version 27 (r8828)
-Codechange: Be more strict about language generation and fail any languages not having the mandatory ##name, ##ownname and ##isocode pragma's.
-Fix: return value from clamp was ignored
-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'.
-Fix/Feature: requery gameservers that did not respond to their first query.
-Regression (r7278): Help window was empty for UNICODE builds
-Fix (r8013): Put the output of -h to stdout and not to stderr (through ShowInfo)
-Fix: use ShowInfo over fprintf(stderr, as Windows doesn't always have a stderr visible/available
- (FS#551) roadstop->num_vehicles was wrong for old savegames loaded for MP (r8137)
- v->leave_depot_instantly was not always reset correctly (r8147)
- moving cargo during auto replaces did not update the cached vehicle weight for trains properly (r8157)
*NOTE* This fixes several desync issues. Big props to Rubidium for finding, debugging
and fixing them!
- Show the activated status of the GRF after pressing apply in window (r8094)
- Add the ability to load savegames without matching grf's.
*NOTE*: currently this feature is different from trunk in behaviour as it does NOT
allow you to load savegames with MISSING grfs only compatible (matching GRFID, non-
matching MD5SUM).
- The station list does now remember the sort settings (r8065)
- Uninitializing windows calls WE_DESTROY to free dynamic memory used (r8101, r8119)
- (FS#538) Findfirstbit returns first bit (bouys now numbered 1..9) (r8123)
- FS#54) Combat helicopter shoots from right position, (r8140)
- Submarine disaster did not move around (r8158)
- No new company could join if 8 clients were connected in less than 8 companies (r7560).
- [FS#431] internal and visible settings of autorenew could go out of sync (r8561).
- Server told clients to start syncing from a bad position, causing asserts/crashes (r7566).
This is only possible in SP (or in the intro menu). During game play you will
get a confirmation window when applying the changes as some actions can crash
OpenTTD and/or make your current game unplayable.
wrongly set to 0. In theory this allowed a dedicated server to also play. I see no
history for this bug, but it has been there since the introduction of the dedicated
server probably. Thanks peter1138 for bringing it to my attention and thanks myself
for rewriting the code so this bug could surface ;p
correctly handle this ci->client_playas - 1 was used all over the code making
it pretty confusing at times. Use proper one-on-one values now. Special handling
is only needed for user-output to not to confuse users.
Example: make a train transport iron ore from A to B, then it visits a depot and refits to steel
It then transport steel back to A or near A if there is a factory and then it visits another depot to refit to iron ore again
This is controlled in the orders. If a goto depot order is lightlighted, then "Unload" changes to "Refit"
Control click "Refit" removes the refit part of the order (as the tooltip says)
The player will still pay the normal refit costs
Known issues:
If a vehicle is not in a depot, then the refit window will fail to tell refitted cargo capacity
Refit costs in the refit window can sometimes print 0 when it should not because the refit calculation is unaware that the vehicle will be refitted in between
Warning: autoreplace got a protection against replacing something so you get a new cargo type, but it can fail here. In the iron ore/steel example, it can see that
the vehicle carries iron ore and the new one can be refitted to iron ore, then it will replace. It will not check to see that it's valid for steel as well.
This is something to look into in the future