- Fix: the personal (.openttd) directories were hidden in the load/save directory listings (r9043)
- Fix: the station list, sorted by cargo rating, now takes stations into account that have no cargo waiting (r9062)
- Fix: don't keep on scrolling for non-numeric values in settings, but require reclick (r9064)
- Fix: when a bribe failed and you haven't picked up cargo yet, you would never be able to do so for a given station (r9070)
-Fix: deleting a vehicle with shared orders, but no orders would fail to reset prev_shared and next_shared
-Fix: GenerateVehicleSortList()/CmdMassStartStopVehicle() tried to put a TileIndex into an uint16
-Fix (FS#577): Road Vehicles now can obtain a slot even if the station is very spread out
-Fix[YAPF]: Assert when buoy is placed on NE or NW map edge (Dan)
-Fix: a road vehicle that is very close after another (slower) road vehicle gets its speed reset to 0 when entering a tunnel, which causes a traffic jam outside of the tunnel.
-Codechange: DestroyStation/DestroyRoadStop is called by DeleteStation/DeleteRoadStop to remove all things where a station/RoadStop depends on.
Last 2 changes to prepare for new pool system. Not pretty now, will be soon.
-Codechange: IsValidXXXID now also checks if XXX is really valid, not if the number is within range
Both changes again in preperation of the new mem-pool system, which requires this.
IsValidXXXID is not a bit less pretty, but that will be cleaned up after the new mem-pool system
-Codechange: use IsValidXXX where ever possible
Note: both changes to prepare for new pool system, which needs those changes.
For every pool there are 2 ugly lines, which will be removed when done
implementing new pool system.
Based on FS#13 by blathijs, partly implemented.
Commuter airport: Small. 5x4. 3 terminals, 2 helipads.
Intercontinental: massive. 9x11. 8 terminals, 2 helipads, 4 runways.
Helidepot: a small heliport with a depot for helis only.
Helistation: a large heliport with 3 helipads and a depot.
- Alter parameters of CMD_BUILD_RAILROAD_STATION to accept a custom station class and id.
- Add a dynamically allocated list of custom stations that the SpecIndex (m4) references.
-Negative side effect: upon loading old games, stations whose last vehicle was a station have (temporarily) lower ratings.
-Positive side effect: station.h no longer includes vehicle.h (breaks the station.h->vehicle.h->rail.h chain)
1) Improved the road vehicle allocation (aka slotting) for multistop. Stops can now accept unlimited, er... 256, vehicles.
2) Removed the "wait for stop" feature, because it did not work in practise.
3) Slotting now ignores unreachable stations. Uses NPF at the moment because the old pathfinder cannot do it (yet)
4) Now matter how many vehicles approach a station, they will always be distributed evenly over existing stops.
5) Hopefully the last fundamental change to multistop
-Codechange: Completely rewritten the slot assignment system. It now consumes less CPU cycles and memory
-Codechange: Increased maximum number of roadstops to 16.
-Fix: Several conditions where a slot becomes unliked from a vehicle
-Codechange: ClearSlot now only takes one parameter, the vehicle
-Feature: Console command 'clearslots' to clear ALL currently assinged slots. debug usage only
-Feature: vehicles that cannot get a slot now wait on the road instead of planlessly blocking stops or circling around
-Codechange: Adjusted debug levels
TODO: Make the slot finder compatible with (a) pathfinder(s).
-Trains will now remember the length of stations it visits and sell cars
when being autoreplaced if they became too long
-If it needs to remove cars, then it starts from the front and sells
all it can find until the train is short enough
-This only works for trains, that knows the station length of the route
so a full uninterrupted run is needed
-a train needs 1-2 runs to detect if the shortest station is expanded
-This feature can be turned on and off in the train replace window
and each company can have it's own setting
-NOTE: minor savegame version bump