(svn r26575) -Change [FS#5995]: Add an assert to catch underflowing action counts.
(svn r26576) -Fix [FS#6003]: [Network] AIs would not reset certain network state information upon creation of their company
(svn r26577) -Fix [FS#6001]: [Network] Client of non-dedicated server was not correctly put into the first company for all state variables
(svn r26578) -Fix (r26576): network compilation got broken
(svn r26579) -Update from WebTranslator v3.0:
simplified_chinese - 17 changes by ww9980
traditional_chinese - 2 changes by ww9980
lithuanian - 3 changes by 
norwegian_bokmal - 2 changes by cuthbert
slovak - 2 changes by Milsa
spanish - 5 changes by juanjo
welsh - 50 changes by kazzie
(svn r26580) -Codechange: s/GES_PICKUP/GES_RATING/ (it has nothing to do with actual pickup), s/acceptance_pickup/status/ (the enum isn't called GoodEntryStatus for a reason; it's not only acceptance and pickup anymore)
(svn r26581) -Fix [FS#5989]: transfering cargo to a station doesn't give that station a rating and thus the cargo does not decay... until the first pickup happens
For cargo drops from industries/houses, the station gets a rating too so why not when cargo is dropped at the station from a train?
(svn r26582) -Feature-ish: quickly decay cargo after about 21 months of not having picked any of the cargo, and prevent houses and industries providing more cargo
(svn r26583) -Fix [FS#5974]: Game script could be changed in game by double clicking
(svn r26584) -Codechange: [Squirrel] Make the internal integer for scripts always 64 bits, so scripts behave the same on 32 or 64 bits architectures
(svn r26585) -Fix/Feature [FS#5942]: don't truncate money to 32 bits
(svn r26586) -Fix [FS#5995]: Consider multiheaded trains in station refits (and clean up a bit)
(svn r26587) -Update from WebTranslator v3.0:
english_US - 3 changes by Supercheese
lithuanian - 3 changes by
(svn r26588) -Update from WebTranslator v3.0:
english_US - 1 changes by Supercheese
lithuanian - 3 changes by 
slovak - 15 changes by Milsa
(svn r26589) -Fix: SIGSEGV on all big endian architectures that tried to load e.g. the 1.4 intro game or anything else with more than 0 linkgraph nodes that was saved on little endian
(svn r26590) -Fix: possible desync (big/little endian) due to not writing complete variables upon saveload
(svn r26591) -Add: some instrumentation to catch most cases where the wrong number of bytes would be written into variables during loading (or read during saving)
-Fix: Don't call UpdateVehicleTimetable with dummy orders