mirror of https://github.com/OpenTTD/OpenTTD
(svn r19938) [1.0] -Backport from trunk:
- Fix: When 'pause on new game' is set, pause the game before CleanupGeneration() to avoid conflicts with concurrent GUI code [FS#3857] (r19934) - Fix: Blocked roadvehicles should first check whether they are still blocked before accelerating again, instead of continuous starting/stopping (r19755) - Fix: [NewGRF] Passing some invalid data to industry variable 67/68 could cause a crash (r19713) - Update: changelog and suchrelease/1.0
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@ -1,3 +1,48 @@
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1.0.2-RC1 (2010-06-05)
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------------------------------------------------------------------------
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- Feature: Translated desktop shortcut comments (r19884)
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- Fix: When 'pause on new game' is set, pause the game before CleanupGeneration() to avoid conflicts with concurrent GUI code [FS#3857] (r19934)
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- Fix: Pay for the rail/road when constructing tunnels, bridges, depots and stations [FS#3859, FS#3827] (r19925, r19887, r19881)
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- Fix: Closing chatbox could cause glitches when news message was shown [FS#3865] (r19921)
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- Fix: [YAPP] Inform the pathfinder as well about the fact that the backside of an one-way path signal can be a safe waiting point [FS#3803] (r19896)
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- Fix: Allow loading savegames from the console without specifying the ".sav" extension, i.e. make it consistent with saving savegames from the console [FS#3761] (r19885)
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- Fix: Dropdowns did affect positioning of new windows because they were not yet removed when the new windows were positioned [FS#3812] (r19883)
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- Fix: [NoAI] AIEngine::IsValidEngine() and AIEngine::IsBuildable() returned false positives. Especially wagons of unavailable railtypes were reported available (r19880)
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- Fix: Default vehicle group texts were drawn one pixel too low [FS#3851] (r19878)
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- Fix: It was not possible to send all trains with common waypoint order to depot (r19876)
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- Fix: Compilation for NetBSD [FS#3809, FS#3840, FS#3845] (r19874, r19859, r19853, r19781)
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- Fix: If the (guessed initial) destination tile of a road vehicle was not a road stop but was a T-junction or turn, the road vehicles would jump around in circles [FS#3817] (r19873)
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- Fix: When a network connection gets lost and a game with AIs was loaded the client might crash due to the AIs not being loaded while the game loop is executed [FS#3819] (r19869)
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- Fix: Use non-breaking spaces for currency pre-/postfixes (r19867)
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- Fix: Crash when changing/viewing locale settings in the console [FS#3830] (r19865, r19864, r19863, r19862)
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- Fix: Drawing fallback sprites for unavailable NewGRF waypoints failed (r19852)
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- Fix: Ensure that both texts of the NewGRF gui download button fit (r19823)
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- Fix: Kicking clients by IP did not work [FS#3784] (r19818)
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- Fix: Compilation with MinGW GCC 4.5.0 and UNICODE (r19787)
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- Fix: If a waypoint is immediately followed by a path signal a reservation would be made from that path signal before the waypoint is marked passed. As a result the order to go to the waypoint is used to reserve the path after the waypoint and as such trains get lost [FS#3770] (r19784)
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- Fix: NULL pointer deference when testing relative scope *action2 on an unbuilt engine [FS#3828] (r19782)
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- Fix: Crash on too long paths [FS#3807] (r19780, r19779, r19778, r19777, r19776)
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- Fix: MP_VOID tiles shall have no tropic zone [FS#3820] (r19769)
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- Fix: Half-desert tiles would never revert back to clear tiles (r19768)
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- Fix: Height in smallmap was different from measured heights [FS#3808] (r19767)
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- Fix: [NewGRF] Vehicle var 43 missed AI information in purchase list (r19761)
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- Fix: Blocked roadvehicles should first check whether they are still blocked before accelerating again, instead of continuous starting/stopping (r19755)
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- Fix: Try harder to find a suitable font that can be loaded, i.e. while searching for a suitable font test whether you can open it [FS#3740] (r19753)
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- Fix: Make sure the chat area fits in the default window size; if you want it larger, you can always change/override it in the config file [FS#3798] (r19751)
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- Fix: [NewGRF] Industry var 0x43 is not 'safe' during callbacks 22 and 38 either (r19750)
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- Fix: [NewGRF] Possible divide-by-zero if a NewGRF checked industry var 42 while the production level was 0 (r19749)
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- Fix: Do not recenter usually centered windows when resizing main window or changing language, if they have been moved/resized before [FS#3675] (r19746)
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- Fix: The GUI is controlled by _local_company, not _current_company (r19745)
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- Fix: NewGRFs could access map bits of not yet constructed industries and houses during construction callbacks (r19748, r19743)
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- Fix: [NewGRF] Passing some invalid data to industry variable 67/68 could cause a crash (r19713)
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- Fix: Check for industry availability more thoroughly and cancel object placement when selecting not available industries [FS#3787] (r19701)
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- Fix: Avoid showing building toolbars behind the main toolbar when the 'Link landscape toolbar' setting is active [FS#3781] (r19696)
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- Fix: Under some circumstances the player's name could be empty (r19693)
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- Fix: Do not show an error message when trying to give another client an amount of 0 money [FS#3779] (r19684)
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- Fix: Do not display an error message when double clicking on a vehicle in the 'available vehicles'-window (r19669)
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- Change: Name invalid engines, cargos and industries 'invalid', if the player removed the supplying NewGRFs, hide invalid engines from the purchase list (r19879, r19877)
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1.0.1 (2010-05-01)
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1.0.1 (2010-05-01)
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------------------------------------------------------------------------
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------------------------------------------------------------------------
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- Fix: Crash when using restart via rcon (r19722)
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- Fix: Crash when using restart via rcon (r19722)
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@ -34,6 +34,8 @@ that you can find at: http://bugs.openttd.org
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If the bugs are closed but still listed here it means that the bug is fixed
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If the bugs are closed but still listed here it means that the bug is fixed
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and that the nightlies and next major release will not have that bug.
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and that the nightlies and next major release will not have that bug.
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- 3816 Console text does not always fit at 640x480
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- 3746 Console output with right-to-left texts in left-to-right texts is not correct
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- 3714 Some corrupted savegames can cause crashes
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- 3714 Some corrupted savegames can cause crashes
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- 3695 Behaviour inconsistency building railway/road down towards water
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- 3695 Behaviour inconsistency building railway/road down towards water
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- 3651 [OSX] Crash when selecting full screen
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- 3651 [OSX] Crash when selecting full screen
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@ -1,3 +1,9 @@
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openttd (1.0.2~rc1-0) unstable; urgency=low
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* New upstream release 1.0.2-RC1
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-- Matthijs Kooijman <matthijs@stdin.nl> Sat, 05 Jun 2010 23:36:21 +0000
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openttd (1.0.1-0) unstable; urgency=low
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openttd (1.0.1-0) unstable; urgency=low
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* New upstream release 1.0.1
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* New upstream release 1.0.1
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@ -1,6 +1,6 @@
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@echo off
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@echo off
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set OPENTTD_VERSION=1.0.1
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set OPENTTD_VERSION=1.0.2
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set OPENSFX_VERSION=0.8.0
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set OPENSFX_VERSION=0.8.0
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set NOSOUND_VERSION=0.8.0
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set NOSOUND_VERSION=0.8.0
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set OPENGFX_VERSION=0.7.0
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set OPENGFX_VERSION=0.7.0
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@ -1,9 +1,9 @@
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# Version numbers to update
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# Version numbers to update
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!define APPV_MAJOR 1
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!define APPV_MAJOR 1
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!define APPV_MINOR 0
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!define APPV_MINOR 0
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!define APPV_MAINT 1
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!define APPV_MAINT 2
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!define APPV_BUILD 2
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!define APPV_BUILD 0
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!define APPV_EXTRA ""
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!define APPV_EXTRA "-RC1"
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!define APPNAME "OpenTTD" ; Define application name
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!define APPNAME "OpenTTD" ; Define application name
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!define APPVERSION "${APPV_MAJOR}.${APPV_MINOR}.${APPV_MAINT}${APPV_EXTRA}" ; Define application version
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!define APPVERSION "${APPV_MAJOR}.${APPV_MINOR}.${APPV_MAINT}${APPV_EXTRA}" ; Define application version
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@ -178,7 +178,6 @@ static void _GenerateWorld(void *)
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if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
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if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
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DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
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DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
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if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
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if (_debug_desync_level > 0) {
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if (_debug_desync_level > 0) {
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char name[MAX_PATH];
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char name[MAX_PATH];
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snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
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snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
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@ -131,6 +131,9 @@ static uint32 GetCountAndDistanceOfClosestInstance(byte param_setID, byte layout
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break;
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break;
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}
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}
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/* If the industry type is invalid, there is none and the closest is far away. */
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if (ind_index >= NUM_INDUSTRYTYPES) return 0 | 0xFFFF;
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if (layout_filter == 0) {
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if (layout_filter == 0) {
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/* If the filter is 0, it could be because none was specified as well as being really a 0.
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/* If the filter is 0, it could be because none was specified as well as being really a 0.
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* In either case, just do the regular var67 */
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* In either case, just do the regular var67 */
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@ -824,6 +824,8 @@ static void MakeNewGameDone()
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}
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}
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#endif /* ENABLE_NETWORK */
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#endif /* ENABLE_NETWORK */
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if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
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MarkWholeScreenDirty();
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MarkWholeScreenDirty();
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}
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}
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@ -1569,13 +1569,18 @@ static bool RoadVehController(RoadVehicle *v)
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int j = RoadVehAccelerate(v);
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int j = RoadVehAccelerate(v);
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int adv_spd = (v->direction & 1) ? 192 : 256;
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int adv_spd = (v->direction & 1) ? 192 : 256;
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bool blocked = false;
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while (j >= adv_spd) {
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while (j >= adv_spd) {
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j -= adv_spd;
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j -= adv_spd;
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RoadVehicle *u = v;
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RoadVehicle *u = v;
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for (RoadVehicle *prev = NULL; u != NULL; prev = u, u = u->Next()) {
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for (RoadVehicle *prev = NULL; u != NULL; prev = u, u = u->Next()) {
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if (!IndividualRoadVehicleController(u, prev)) break;
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if (!IndividualRoadVehicleController(u, prev)) {
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blocked = true;
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break;
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}
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}
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}
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if (blocked) break;
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/* 192 spd used for going straight, 256 for going diagonally. */
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/* 192 spd used for going straight, 256 for going diagonally. */
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adv_spd = (v->direction & 1) ? 192 : 256;
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adv_spd = (v->direction & 1) ? 192 : 256;
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u->UpdateViewport(false, false);
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u->UpdateViewport(false, false);
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}
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}
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if (v->progress == 0) v->progress = j;
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/* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
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* not accelerate again before it can actually move. I.e. make sure it tries to advance again
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* on next tick to discover whether it is still blocked. */
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if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
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return true;
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return true;
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}
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}
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