0.6.0-beta2 (2007-12-09) ------------------------------------------------------------------------ - Feature: Allow setting a default password for new companies in network games (r11556) - Feature: Signal selection GUI for the ones that really like to use that over CTRL (r11547) - Feature: Make the bridge selection window resizable (r11539) - Feature: [OSX] Added support for using Quartz instead of Quickdraw in windowed mode on OS X 10.4 and higher (r11496) - Feature: Allow to resize on creation the smallmap gui in order to show all the types industry available, allow to enable/disable individually or all at once, the industries shown on small map (r11474) - Codechange: Send and store the passwords a little more secure to/in the servers (r11557) - Fix: Wrong error messages were shown when trying to build some industries in the scenario editor [FS#1524] (r11609) - Fix: [NewGRF] Do not trigger industries, but only the industry's tiles (r11608) - Fix: Wrong count of Kirby trains when a ship was build [FS#1482] (r11605) - Fix: Tiles were not marked dirty in some cases when removing a lock or flooding (r11582, r11604) - Fix: Make price for railtype conversion more realistic; conversion should not be more expensive than removing and rebuilding [FS#1481] (r11603) - Fix: Do not allow changing network only patches settings from console when not in network game (r11594) - Fix: IsSlopeRefused() result was half wrong causing banks to be built on wrong places (r11590) - Fix: When ship depots got destroyed they always returned to water, even when it should have been canals [FS#1514] (r11589) - Fix: The one way road button wasn't reset on abort (r11587) - Fix: Windows could get completely missing when one resized the window to something very small [FS#1484] (r11583) - Fix: Invalidate 'list trains/roadvehs/ships/planes' widgets when station part is added/removed so it does not become glitchy (r11577) - Fix: Flood train stations when there are no trains on border tiles too (r11574, r11570) - Fix: Reinitialise windows system before loading a savegame because not doing so can cause crashes [FS#1494] (r11572) - Fix: Road vehicle getting to the wrong side of a station when trying to overtake in there [FS#1493] (r11571) - Fix: Full paths sometimes did not work correctly [FS#1480] (r11568) - Fix: Break the chain before moving a vehicle after another in the same chain instead of causing an infinite loop [FS#1512] (r11566) - Fix: Aircraft sometimes stopped mid-air when the airport got destroyed [FS#1503] (r11562) - Fix: Group list was not updated when removing the last group [FS#1504] (r11561) - Fix: Overflow when drawing graphics with high company values [FS#1505] (r11558) - Fix: If ever the air/heliport is suddenly not available while the "chopper" is descending, just go back into flying instead of stopping mid air [FS#1496] (r11546) - Fix: Cargo translation was sometimes done when it should not be done [FS#1501] (r11544) - Fix: [OSX] Detect statvfs at runtime (based on OSX version) instead of compile time. This should prevent a crash on OSX 10.3 with the precompiled binaries (in the load/save windows) (r11541) - Fix: [OSX] Do not try to compile the quartz video driver on OSX 10.3 as it will fail (r11540) - Fix: Do not do all kinds of 'updates' for town, waypoint, station and other signs when you have not converted the map to the 'current' format as that means you are going to read data in the 'old' format when you assume that it is in the 'current' format, which is eventually going to break (r11525) - Fix: Assertion when tram reversed at a station [FS#1485] (r11524) - Fix: The scrollbar of the network gui could run out of bounds (r11522) - Fix: [OSX] The cocoa video driver let the mouse cursor escape the window when using rmb scrolling (r11520) - Fix: Signs totally illegible when transparant signs is turned on and zoomed out more than one level [FS#1463] (r11507) - Fix: Selling vehicles could cause the window of others to scroll to that location [FS#1471] (r11506) - Fix: Do not do standard production change if callbacks 29/35 failed, disable smooth economy for industries using callbacks 29/35 (r11502) - Fix: Two small layout issues with the vehicle grouping GUI (r11478) - Fix: A road vehicle must not show that it is driving max speed when it is standing still waiting for the vehicle in from of it [FS#1451] (r11477) - Fix: OpenBSD has ALIGN already defined, causing compilation failures [FS#1450] (r11467) - Fix: Operator priority problem resulting in problematic autoroad placement in some cases (r11466)