Smoky555 писал(а):Буду постить тут ключевые изменения в исходных кодах. Я думаю, что разработчикам это пригодится
Например это пригодится тем, кто занимается разработкой новой графики
P.S. Разработчики, вы мне только скажите, надо это вам или нет?
2006-06-28 вышла новая версия 0.4.8-RC1
Список изменений на языке оригинала :
- Feature: Add Turkish town names as we have an official Turkish translation
- Feature: Add a fully optional configure script that is a wrapper around the cumbersome makefile.config
- Codechange: [NPF] Disable NPF totally for ships as it wholly kills performance (blathijs). Only for 0.4/ branch and 0.4.8.
- Fix: Redraw the screen when switching the signal side in the patches window
- Fix: It was possible to dig into a tunnel if certain rail combinations were ontop of it
- Fix: A HQ could only be flooded at its northern tile, the other 3 were immune to water
- Fix: Fix several glitches concerning foundations. Houses, property (rail/road/bridge/etc.) and cursor are now aligned properly
- Fix: Prohibit altering a road tile while road works are in progress. This fixes some glitches like "turning" the excavation by adding/removing road bits or removing the road piece
- Fix: Only advertise the server to your external IP/network (eg not to 127.0.0.1) and use proper broadcast addresses
- Fix: '-f' switch is not valid on windows, so don't show it in help
- Fix: [autoreplace] Autoreplaced trains can leave all wagons in depot under certain circumstances
- Fix: The wrong IP could get unbanned, e.g. 'unban 1.2.3.42' could result in unbanning 1.2.3.4
- Fix: It was possible to convert the railtype of a bridge while a train was on it
- Fix: It was possible to rename signs or waypoints with the chat box
- Fix: Be more strict what it means for an aircraft to be in a hangar: It's not just being stopped on a hangar tile
- Fix: If a road vehicle is on a road depot tile and stopped doesn't mean it's in the depot. Use the proper test for this
- Fix: [AI] The AI should send a plane into a hangar if it's not in a hangar _or_ not stopped, not when it's not in a hangar _and_ not stopped
- Fix: [AI] The trolly AI used information from the wrong industry when calculating the amount of to be transported goods
- Fix: [NTP] Fix NTP over bridges: don't check the rail type when on a bridge
- Fix: Truncate text in dropdown lists to stop text overflowing.
- Fix: "Erroneous train reversal on waypoints". When processing the next train order, do not even consider reversing the train if the last order was to a waypoint.
- Fix: Starting a new scenario did not adhere to local difficulty settings but took it from the scenario itself. That mode is for 'play scenario'
- Fix: Vehicles on a sloped tile under a bridge were affected by the bridge speed limit
- Fix: Issue with train pathfinding over level crossings.
- Fix: [AI] The AI no longer attempts to build signals under bridges.
- Fix: Refresh build vehicle window (if opened) when converting rail depot
- Fix: Crash when sorting an empty server list.
- Fix: The build-tree window button defaulted to a place-push-button on opening where no treetype is selected.
- Fix: Game crashes when cloning/autoreplace reaches train-limit
- Fix: [NTP] properly check for railtypes on non-plain-rail-tiles
- Fix: Trains could enter certain sloped rail tiles under bridges with incompatible rail type
- Fix: Ensure the map memory is cleared after it is allocated. This fixes random deserts that sometimes occurred.
- Fix: Some weird behaviour with tile selection near bridges
- Fix: Don't allow PF to enter train depot from the back (signal updates)
- Fix: Game no longer crashes when the last vehicle servicing a station has been deleted
- Fix: Reset the last built railtype when starting a new game
- Fix: Cloned vehicles get the same service interval as the original vehicle
- Fix: Game no longer errors out when "Many random towns" is selected in the scenario editor.
- Fix: Obscure road dragging bug. The road build command did not return the appropiate error message of invalid-slope when building road.
- Fix: Temperate bank will no longer appear (during game) in tropic landscape. This bug is from the original game.
- Fix: Specify the 'stopall' console command as a debug command.
- Fix: Fixed a problem that caused DeliverGoodsToIndustry to not work as intended
- Fix: Ships and aircraft can now be used as feeders as well
- Fix: When a multiheaded train is sold the pointers were not updated correctly causing sporadious crashes/disconnects.
- Fix: New plantations now cause the correct ".. being planted .." news item
- Fix: Danish town names were saved/loaded as Swiss
- Fix: Removing roads on crossings was done without a check for ownership
- Fix: [autoreplace] Fix drawing of train list for outdated engines
- Fix: Malicious clients/servers could crash the game
- Fix: [autoreplace] allow replacement of wagons even when the engine fails to be replaced
- Fix: Certain operations involving trains inside a depot could cause a crash
- Fix: [autoreplace] cost for refitting a new vehicle is added to the cost animation (player always paid for it, it just wasn't shown)
- Fix: [OSX] Save/Load issues solved for OSX 10.3.9 universal binaries
- Fix: Illegal servers in the master-server list could kick the client back to the main menu, effectively making Multiplayer impossible
- Fix: [NPF] Don't mark tiles when debugging in multiplayer, this will cause desyncs
- Fix: Several fixes to chatbox code, mainly plug a buffer overflow