- Fix: [NewGRF] Invalidate NewGRF variable caches of more vehicles in more places. Esp. they were only invalidated for trains (r16480)
- Fix: [NewGRF] Call callbacks after initialisation of vehicle variables (r16479)
- Fix: [NewGRF] Determining most common (sub-)cargo-type was broken due to someone confusing similiary named variables (r16478)
- Fix: Loading indicator when 'unload' in and 'no loading' is off was pointing to the wrong direction [FS#2936] (r16477)
- Fix: Track reservation was drawn at bridge heads in the menu (r16470)
- Fix: Desyncs due to the fact that depot searching with a maximum search depth simply does not work with YAPF's caches [FS#2900] (r16323)
- Fix: Trains could get stuck in a depot when they wanted to go to the same depot again [FS#2873] (r16322)
- Fix: In the scenario editor change the (starting) game year of the scenario, not the (starting) game year for new games/scenarios (r16321)
- Fix: Loading of savegames created in revision between 0.3.5 and 0.3.6 caused crash (r16320)
- Fix: [NoAI] Set the autorenew settings for new AI companies to the default values, not to 0 or the local settings (r16316)
- Fix: [NewGRF] Allow accessing the house age when the house is not yet built (r16314)
- Fix: (Get|Set)TrackBits() is only valid for RAIL_TILE_NORMAL and _SIGNALS (r16311)
- Fix: Road was removed when both the Remove button was active and Ctrl was pressed [FS#2582] (r16119)
- Fix: Connect tried to validate too much of the company ID with too little information on hand [FS#2849] (r16096)
- Fix: Insanely fast trains would not stop in time for stations/'jump' over waypoints/via stations within a tick, which would cause the order not to be processed causing the train to go in loops until (with luck) it 'hit' the tile [FS#2824] (r16079)
- Fix: Content download progress bar 'resetting' due to mathematical overflow [FS#2845] (r16071)
- Fix: Memory leak when querying a server multiple times (r16064)
-Codechange: Add Engine::GetDefaultCargoType() and Engine::CanCarryCargo() and use them.
-Fix [FS#2617]: When articulated parts have no available default cargo, use the cargo type of the first part for livery selection.
-Change: To decide whether a vehicle is refittable do not test its current capacity for being zero, but always use the 'capacity property'.
Note: The property is used unmodifed without calling CB 15/36. By setting it to a non-zero value and returning zero in the callback vehicles can be refitted to/from zero capacity for e.g. livery effects.
Note: It is intentional that you cannot control refittability by CB 36.
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