Viel .
Code:
0.6.0-beta4 (2008-02-18)
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-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: Make use of new sprites added by Action5 type 0D (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)
-Revert(r8738): Now we have shores in corners. No need to remove them from TTDP games (r11982)
-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)