03-Dec-2006: FIX: always ensure tile is empty before applying slopes (avoids wrong positions) FIX: deletion of thing not on the map FIX: buying cars with different precessor/following numbers FIX: elevated tracks not shown FIX: waypoints for planes CHANGE: 4 bytes less per planquadrat, 4 less per ground (now down to 32 bytes per tile without objects from previous 48) CHANGE: koord3d is now only with 1 per height step => much less hassle with heights and again bytes saved CHANGE: squeezed another four bytes from tree structure => now only 20 bytes per tree => 16 MB less on 2048*2048 maps CHANGE: got rid of ding_t::step() => large maps should now be as fast as slow maps with the same factory, citycar and city count CHANGE: objects now take care of their image themselves => another four bytes off from ding_t (smaller is not possible, imho) FIX: larger than 1x1 building on slopes CHANGE: game will continue even while dragging (still little buggy) CHANGE: cityrules allow now up to 7x7; more fine control about the res/ind/com clustering too (see cityconf.tab) CHANGE: option to not showing vehicles which are not matching current action ('Show all' and 'Show also vehicles that do not match for current action.' strings added) CHANGE: zoom in and out 'map zoom' in the small map only with a control, more user friendly buttom positions 'Show legend', 'Show map scale', 'Show industry' ADD: auto-centering on minimap ADD: 45 rotated minimap 'isometric map' ADD: tunnel entrace only built with control key CHANGE: corner heights only bytes instead of long => less data to handle during savegames FIX: track remover for tunnel and monorails fixed FIX: building trough depots FIX: retire/intro messages for ways ('way %s now available:\n' and 'way %s cannot longer used:\n') ADD: winter ways form kierongreen