0.7.0-beta2 (2009-03-10) ------------------------------------------------------------------------ - Feature: Allow downloading scenarios and heightmaps via the in game content download (r15632) - Feature: When cloning a vehicle with a custom name, add and/or increment a number at the end of name and assign it to the new vehicle (r15621) - Feature: Show scenarios/heightmaps from both your home directory and installation directory (r15615) - Feature: Allow building road stops on road/tram tracks of competitors (r15601) - Feature: Show required/already-delivered cargo needed for town-growth in town-view-window and only if it is really needed (r15559) - Feature: [NewGRF] Support vehicle vars 0x47 and 0xF2 in purchase list (r15542) - Feature: [NewGRF] Show the cargo subtype in the vehicle details window (r15480) - Change: The background of the the waypoint sign is now in the company color (r15593) - Change: Allow the default debug level of 6 for a dedicated server to be overriden by -d (if used after -D) (r15543) - Change: [NewGRF] To decide whether a vehicle is refittable do not test its current capacity for being zero, but always use the 'capacity property' (r15541) - Fix: [Squirrel] Almost infinite loop in garbage collection (r15659) - Fix: Undeterministic file sorting when the date is equal for all files [FS#2716] (r15657) - Fix: Changing vehicle.dynamic_engines when there are already vehicles can cause crashes (r15656, r15586) - Fix: Only ever call any vehicle callbacks after the whole articulated engine has been built (except 0x16) (r15654) - Fix: new (this) is seldom a good idea as destructors of member variables are not run causing memory leaks [FS#2706] (r15652) - Fix: [OSX] Hack around an OSX stupidity in < 10.4 w.r.t. signals by not having any signal handling support for OSX < 10.4 (r15648) - Fix: Add an EngineOverrideManager to give the term 'compatible newgrf' again some sense and to not crash because of trivial changes [FS#2612] (r15645) - Fix: Closing a network connection twice in the case that sending packets starts failing while disconnecting [FS#2710] (r15644) - Fix: Game crashes when network pools are empty, so always allocate at least one pool block [FS#2712] (r15641) - Fix: Do not allow more than 64 road vehicles to reserve a slot at a single road stop. 255 + 1 gives trouble, but 64 is even more than the roadstop would be able to handle within the slot timeout time [FS#2707] (r15635) - Fix: Kicking/banning a client from the Client list window crashed the server [FS#2705] (r15628) - Fix: UTF8 string handling could cause buffer overruns [FS#2698] (r15626) - Fix: When trying to reserve a self-crossing path the failed reservation was sometimes not cleared completely [FS#2701] (r15619) - Fix: Towns would only build houses where the grid would not be, even when they aren't allowed to build roads and the user 'implements' another layout [FS#2661] (r15604) - Fix: Crash when using an extraordinarily large sprite as cursor [FS#2696] (r15601) - Fix: Crash when opening viewport while scrolling the map and the mouse 'lands' on the window decoration of the viewport [FS#2695] (r15598) - Fix: [NewGRF] Refit-info in purchase list did only check the first articulated part (r15592) - Fix: Change owner of waypoints and deleted stations when merging companies or when a company bankrupts (r15588) - Fix: Last activity time not properly updated causing downloads to be aborted after a minute [FS#2684] (r15580) - Fix: Force unload not working when trying to force unload at the station where you received the cargo [FS#2680] (r15574) - Fix: Theoretical buffer overflow when a company with too long name funded a road reconstruction (r15572) - Fix: When building signals by dragging from a pre/entry/combo block signal, the signal you started at became a normal block signal [FS#2674] (r15567) - Fix: Dependency information was not requested after the content state was reset causing the dependencies not always being selected (and thus downloaded) automatically [FS#2675] (r15565) - Fix: Crash when saving a preset with unknown NewGRFs [FS#2646] (r15561) - Fix: The font width cache was not updated when changing fonts causing the font spacing to be off when changing fonts in-game (auto font detection) (r15557) - Fix: -v null crashing in 2051 due to trying to show the high score of the spectator (r15554) - Fix: [NoAI] crash when setting a depot order to the southern part of a ship depot [FS#2656] (r15551) - Fix: keep_all_autosave was ignored for dedicated servers/spectators [FS#2651] (r15546) - Fix: If a buoy was placed directly in front of a dock, that dock was seen as a buoy and thus skipped once within 3 tiles [FS#2653] (r15545) - Fix: Extracting downloaded content did not work for Windows if one uses a non-ASCII path [FS#2650] (r15544) - Fix: [NewGRF] When articulated parts have no available default cargo, use the cargo type of the first part for livery selection [FS#2617] (r15541) - Fix: Testing of 'only_this' in CmdRefitRoadVeh() could be skipped by 'continue' (r15540) - Fix: [NewGRF] If an aircraft cannot carry any available cargo, it should not be available either instead of falling back to passenger/mail. Just like the other vehicle types also do (r15539) - Fix: Do not allow special sprite characters (e.g. the ship sprite) as characters in input like filenames or text that is sent over the network (r15537) - Fix: The local command queue did not get properly cleaned when leaving a game meaning you could end up executing commands of the previous network game [FS#2644] (r15529) - Fix: Do not try to find the AIs the server runs when joining a multiplayer server (r15525) - Fix: Use distance to closest station tile as estimate for YAPF too (NPF already does so). This makes it behave 'better' with wide stations [FS#2631] (r15518) - Fix: [NewGRF] Wagonoverrides and articulated engine parts use the colour scheme of the engine, but not its recolour callback, nor its 2CC flag. Same applies to roadvehicles [FS#2642] (r15517) - Fix: [NewGRF] Livery overrides for articulated parts of roadvehicles were not applied (r15516) - Fix: Make the join/spectate command require to be connected to a network game; in SP it could lead to crashes (r15514) - Fix: Generating a map with the original map generator with freeform edges on resulted in a crash [FS#2641] (r15511) - Fix: Pre-0.5 OTTD stored new_nonstop and full_load_any in a different way, savegame conversion was not working for them (r15500) - Fix: Crash when opening the game options when the currently loaded base graphics pack has less than 2 valid graphics files. For example when someone replaces all his/her original base graphics with custom work (but keeps the name) or renames the dos ones to windows or vice versa [FS#2630] (r15476)