1.0.0-beta3 (2010-01-21)
* Feature: Make building (long) roads work like building rail; build upon the first obstruction instead of failing totally FS#3318 (r18803)
* Feature: Allow user customisable compression levels for the
zlib compression (r18772)
* Feature: [NoAI] Rerandomise AIs on reloading (via the debug window) when they were randomly chosen FS#3095 (r18763)
* Feature: [NewGRF] Implement VarAction2Houses variables 66 and 67 (r18736)
* Change: [
SDL/Allegro] Make the number of samples/frequency runtime configurable (r18821, r18820)
* Change: Be consistent with airport naming FS#3493 (r18819)
* Change: [NewGRF] Consider callback 19 only broken after subcargos 0 to 255 have been used, instead of stopping at 15 (r18774)
* Change: Replace MiniLZO with the real library (r18769)
* Fix: Town noise population settings could not be changed in-game FS#3532 (r18864)
* Fix: Do not pass AI strings through iconv FS#3544 (r18862)
* Fix: Do not do screen redraw when the landscape contains broken slopes FS#3540 (r18850)
* Fix: Default-waypoint was drawn incorrectly for monorail and maglev in the waypoint picker (r18841)
* Fix: In some cases error messages were not properly sent to the client before closing the connection. As a result the client would say ´connection lost´ when the cause was something completely different (r18801)
* Fix: In some cases with invalid packets one can crash OpenTTD (r18800)
* Fix: [
SDL] Possible deadlock when killing OpenTTD while starting it FS#3521 (r18796)
* Fix: When copying an ´image´ back into the buffer the 32bpp anim blitter triggered palette check of the whole window instead of only the part the got copied back FS#3504 (r18791)
* Fix: Viewport could jump under high CPU load FS#3515 (r18790)
* Fix: Crash when getting the tooltip of the industry amount in the world generation window FS#3516 (r18787)
* Fix: [NoAI] NoAI´s custom implementation of DoCommandP has several flaws (not masking of bits, not resetting town authority updates on checks/estimates, ...). Let it use DoCommandPInternal, DoCommandP without showing error messages and such, instead FS#3507 (r18786)
* Fix: [NoAI] AIs did update their last cost incorrectly in network games if the cost of the DC_EXEC phase differed from the ~DC_EXEC phase (r18781)
* Fix: [YAPP] Remove a special check for two-sided signals when reserving a path as this causes trains to get stuck in front of them FS#3483 (r18778)
* Fix: Assertions because the unloading and signal wait counter got into eachother´s way FS#3422 (r18764)
* Fix: [NewGRF] Spritelayouts do not need an Action 1 if only using default sprites FS#3497 (r18761)
* Fix: [NewGRF] Action 9 did not properly detect whether an Action 8 was encountered already FS#3500 (r18760)
* Fix: [NewGRF] Do not segfault when a NewGRF contains an Action 2 and Action 3 but no Action 0 (r18759)
* Fix: [NewGRF] CircularTileSearch skipped a few tiles close to the starting tile, as a result some NewGRF houses could be placed too close together FS#3495 (r18755)
* Fix: The cargo payment button states were not properly set on opening the window FS#3492 (r18750)
* Fix: [NoAI] The AI´s name and version in the debug panel was not properly centered FS#3491 (r18749)
* Fix: Clear the cached NewGRFs of a server when receiving a reply instead of when requesting the information. With slow/unstable network connections it would look like the NewGRF settings button went randomly missing FS#3489 (r18746)
* Fix: Do not toggle the sticky* and shading-button twice per mouseclick when clicking fast FS#3487 (r18744)
* Fix: [NewGRF] House prop 1D was trashed when a NewGRF contains prop 14 after prop 1D (r18742)
* Fix: Building trees on snow with rocks underneed caused an assert FS#3501 (r18739)
* Fix: When a tree died while there was snow the amount of snow on the tile changed (r18738)
* Fix: [NewGRF] VarAction2Station variable 67 was not swapped properly for orientation (r18737)