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67e56391c7
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Fix #8167: No error sub-message when trying to clear protected buildings. (#14444)
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2025-07-14 23:23:15 +01:00 |
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ecafbf884e
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Add: Allow separate expansion of town buildings and roads in scenario editor. (#14341)
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2025-06-07 13:56:43 +00:00 |
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frosch
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c6fa5022cb
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Add: [NewGRF] All callbacks returning D0xx strings, have now the option to return any string id via register 0x100.
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2025-05-09 12:39:11 +02:00 |
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frosch
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6faa667644
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Codechange: Remove global GetRegister(), instead return 100+ registers directly from GetXxxCallback().
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2025-05-06 22:24:41 +02:00 |
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frosch
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592cc49b62
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Codechange: Turn _grow_town_result into a local variable in GrowTownAtRoad.
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2025-05-06 20:58:17 +02:00 |
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frosch
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5af877d12d
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Codechange: Do not assign _grow_town_result in GrowTownInTile, instead return the new value.
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2025-05-06 20:58:17 +02:00 |
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frosch
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22af391064
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Codechange: Move _grow_town_result out of GrowTownWithExtraHouse, GrowTownWithRoad, GrowTownWithBridge and GrowTownWithTunnel.
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2025-05-06 20:58:17 +02:00 |
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frosch
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0d5b3ebd7f
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Codechange: Declare all IntervalTimers const, which can be const.
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2025-05-06 18:29:41 +02:00 |
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Iris-Persephone
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2f020abe74
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Add: "Many random towns" button in scenario editor now prompts for the number of towns, with defaults based on new game settings (#14158)
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2025-05-02 22:54:21 +01:00 |
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2c4897c2cd
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Codechange: Use EnumBitSet for HouseZones. (#14137)
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2025-04-28 20:27:43 +01:00 |
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frosch
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b7e7f08f78
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Codechange: Simplify usage of GRFFileProps by adding some common helper methods.
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2025-04-28 13:44:46 +02:00 |
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frosch
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0d9074769d
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Change: [NewGRF] Animation-trigger 'construction stage changed' of houses and industries now also triggers at construction start. (#14089)
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2025-04-26 14:42:49 +02:00 |
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frosch
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f399b8eb29
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Codechange: Unify naming of NewGRF animation callbacks.
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2025-04-21 19:06:13 +02:00 |
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frosch
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2a62eea005
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Codefix: Comment style. (#14064)
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2025-04-21 17:25:09 +02:00 |
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frosch
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b956af631e
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Codechange: Replace CircularTileSearch with SpiralTileSequence.
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2025-04-20 12:50:45 +02:00 |
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936d78fefc
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Codefix: Avoid uppercase characters in variable names. (#13985)
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2025-04-10 07:19:27 +01:00 |
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91ab7f10cd
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Codefix: Avoid using override keyword as member name.
Rename `GRFFileProps` `override` member to `override_id`.
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2025-04-09 22:02:35 +01:00 |
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b96b26ef15
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Codechange: Rename short CargoType parameters cargo . (#13848)
Rename CargoType variables and parameters using short or meaningless names.
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2025-03-24 18:18:21 +00:00 |
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Rubidium
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0b102db421
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Codefix: initialise a few uninitialised variables
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2025-03-08 18:01:25 +01:00 |
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b55af05626
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Codechange: Pass encoded script strings as EncodedString.
This removes the ambiguity of having std::strings that may or may not be encoded.
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2025-03-04 21:40:39 +00:00 |
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96f260e718
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Codechange: Pass TileDesc by reference.
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2025-02-23 23:00:51 +00:00 |
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6e10584b91
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Codechange: Use EncodedStrings for News messages. (#13654)
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2025-02-23 20:24:02 +00:00 |
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Rubidium
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fd4adc55e3
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Codechange: replace INVALID_X with XID::Invalid() for PoolIDs
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2025-02-16 20:23:00 +01:00 |
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Rubidium
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380e7b48ce
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Codechange: use std::variant instead of a custom version for news references
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2025-02-16 14:50:15 +01:00 |
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2d7d085e8e
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Codechange: Use EncodedString for error messages. (#13569)
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2025-02-16 10:04:32 +00:00 |
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ff7eb996e6
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Codechange: Use variable storage for GrfProps with cargo-type groups. (#13557)
Slots are only allocated when used instead of being reserved.
Array-based GrfProps are still used when the number of options is more limited.
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2025-02-14 18:30:17 +00:00 |
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20e57a02a2
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Codechange: Use GetString() with argument parameters in simple cases. (#13551)
Avoids using global string parameters.
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2025-02-14 00:10:56 +00:00 |
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Rubidium
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c3d5e6d2a0
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Codechange: Use EnumBitSet for DoCommandFlags
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2025-02-14 00:28:57 +01:00 |
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75387b9e2b
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Codechange: Use EnumBitSet for StationFacility.
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2025-02-13 18:03:13 +00:00 |
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7975145080
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Codechange: Use EnumBitSet for TownActions. (#13542)
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2025-02-13 18:02:39 +00:00 |
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Jonathan G Rennison
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d06b371254
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Cleanup: Fix various spelling errors
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2025-02-12 22:44:51 +01:00 |
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Tyler Trahan
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521b860394
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Feature: Prevent towns from upgrading individually-placed houses (#13270)
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2025-02-09 20:37:06 +00:00 |
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Tyler Trahan
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b2f5a4901b
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Add: Setting to allow placing houses manually in-game (#13266)
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2025-02-09 18:34:31 +00:00 |
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Rubidium
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ec492cb267
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Codechange: make CompanyMask a BaseBitSet implementation
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2025-02-09 19:24:51 +01:00 |
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Rubidium
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1193852007
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Codechange: do not use ScriptCompany::CompanyID outside of the script API
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2025-02-09 12:04:42 +01:00 |
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Rubidium
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5f41bc0279
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Codechange: put SourceType and SourceID into Source struct
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2025-02-08 06:37:23 +01:00 |
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9a6fc4eb76
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Codechange: Use enum class for NewsReferenceType.
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2025-02-07 19:36:52 +00:00 |
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ca75a8ce19
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Codechange: Use enum class for NewsType.
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2025-02-07 19:36:52 +00:00 |
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8c48f9fc49
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Codechange: Pass preformatted string when updating sign positions. (#13480)
This forces the strings to be formatted in advance and avoids using global string parameters.
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2025-02-07 13:19:00 +00:00 |
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eaa765d615
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Codechange: Disentangle news window style from news flags. (#13482)
This avoids NewsFlags being used as both bitmask and bitstuffed data.
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2025-02-07 13:10:39 +00:00 |
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Jonathan G Rennison
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5f4f78574f
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Codefix: Town index used in CMD_BUILD_ROAD test call in IsRoadAllowedHere (#13451)
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2025-02-03 13:51:06 +01:00 |
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59354576d4
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Codechange: Use EnumBitSet for LandscapeTypes and remove LandscapeID. (#13436)
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2025-02-01 23:09:18 +00:00 |
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95bd53ddf1
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Codechange: Use EnumBitSet for BuildingFlags.
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2025-02-01 14:16:25 +00:00 |
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113205c540
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Codechange: Use EnumBitSet for HouseExtraFlags.
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2025-02-01 14:16:25 +00:00 |
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Rubidium
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4ca1fe6c32
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Codechange: replace MAX_UVALUE with std::numeric_limits::max
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2025-02-01 01:29:02 +01:00 |
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40aeedeade
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Codechange: Use EnumBitSet for callback masks.
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2025-01-31 17:08:24 +00:00 |
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917d5cc75d
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Codechange: Use EnumBitSet for RoadTypeFlags and RailTypeFlags. (#13415)
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2025-01-30 22:08:51 +00:00 |
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Rubidium
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e894a5880c
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Codechange: rename CargoID to CargoType and amend related variables/comments
|
2025-01-26 18:07:10 +01:00 |
|
Michael Ostapenko
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c4494faf10
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Fix #12968, d20df82 : Added back ability to create unremovable houses
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2025-01-25 14:40:51 +01:00 |
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Iris-Persephone
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a589793e27
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Fix #12987: Historical houses now always spawn completed (#13332)
Co-authored-by: Anonymous <anonymous@openttd.org>
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2025-01-19 23:58:05 +00:00 |
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