- Fix: Some typos in .obg stuff (r17136)
- Fix: Mark industry tiles dirty when trigger are triggered (r17118)
- Fix: Squirrel_export.sh failed for some locales (r17109)
- Fix: Make restart command work again and make the help show how it works and how it does not work [FS#3092] (r17097)
- Fix: Make ParseStringChoice a bit safer (r17095)
- Change: Make strgen warn if the translation uses STRINGn or RAW_STRING instead of STRING (r17137, r17129)
- Fix: Wrong number of parameters or wrong parameter types sent to printf-like functions at several places (r16269)
- Fix: [NewGRF] When callback 2E returns an amount of 0, do not transport 1 unit to the station (r16268)
- Fix: [NoAI] Various documentation omissions with respect to IDs of various objects and corners for AITile::(Raise|Lower)Tile (r16267,r16266)
- Feature: Watermark crash.sav and do not generate crash information if a loaded crash.sav causes a crash so the real crash report does not get overwritten (r15893)
- Feature: Add autoclean_novehicles setting which will, when autoclean_companies is true, remove any company with no vehicles and no active client after autoclean_novehicles-months (r15848)
- Add: [NoAI] AIIndustryType::IsBuiltOnWater(), HasHeliport() and HasDock(). Just like AIIndustry (r15901)
- Add: [NoAI] AIBridge::GetBridgeID() so AIs can get the type of bridge that are already build (r15875)
- Add: [NoAI] AIRoad::GetRoadVehicleTypeForCargo() to tell whether a certain cargo needs a bus- or a truckstop (r15860)
Some warnings:
-the maximum number of towns to be accepted is set to 5000
-the minimum number of towns to be accepted is set to 1
-the number that is specified is NOT guaranteed to be the exact number of towns generated. The normal mechanism of town creation has not been modified. So town placement can still fail.
-setting a custom number of town will change your difficulty settings to custom as well
-Fix: use a flag instead of TL_NO_ROADS to forbid towns to build roads. The flag is ignored during world generation, so there won't be 'ghost' towns anymore
-Feature: town layout is now stored per town, so it is possible to (manually) set different layout for each town
-Document: the fact that zlib reads uninitialised data (valgrind notices this) and that it won't be fixed in zlib and that we can't do anything about it except ignoring it.
-Add [NoAI API CHANGE]: in main.nut the Load() function now should be Load(version, data), where 'version' is the version of your AI which made the savegame
-Codechange [NoAI]: various of function renames to make things more sane
-Add [NoAI]: push the 'version' of the AI through various of layers
-Codechange [NoAI]: various of code cleanups
-Add [NoAI]: store the version of the AI in the savegame too
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks