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Sergej_Sim
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Исходный сырой код OpenTTD 0.7.0

Source OpenTTD 0.7.0

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 aren't 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)
Attached Files
File Type: gz openttd-0.7.0-source.tar.gz (6.04 MB, 11 views)
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