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2006-03-17(svn r3922) Fix copy&pasto in r3916 (Slowly it's getting a bad habit)tron
2006-03-17(svn r3916) Get/Set the rail type by [GS]etRailType{Crossing,OnBridge,}()tron
2006-03-17(svn r3915) - Savegame version 23: Do not save the autosave interval anymore ↵Darkvater
with savegames. Some people should be very happe atm ;)
2006-03-17(svn r3914) - Properly implement SDT(G)_CONDNULL macro's without special ↵Darkvater
cases (add flag SLF_CONFIG_NO and empty string as name)
2006-03-17(svn r3913) Move declarations to rail_map.h so rail.h is dependent on ↵tron
rail_map.h and not the other way round
2006-03-17(svn r3912) Move the signal type enum and GetSignalType() to rail_map.h; ↵tron
also add SetSignalType() and use the functions
2006-03-16(svn r3911) Add functions to retrieve/set the signal variant ↵tron
(electric/semaphore)
2006-03-16(svn r3909) [multistop]celestar
-Codechange: No longer hijack the VS_STOPPED flag when waiting for a slot. -Fix: Vehicles waiting for slots can still be controlled (sent to depot, orders modified, ...) -Fix: Vehicles no longer stop on crossings and during overtake operations
2006-03-16(svn r3908) Fix last commit (I'm saying that way too often *sigh*) (Pointed ↵tron
out by Celestar)
2006-03-16(svn r3907) Replace many bridge related direct map accesses with calls to ↵tron
shiny new functions and mark some strange constructs with XXX
2006-03-16(svn r3906) Before removing a rail/setting the owner of a road to none check ↵tron
if there's a transport route at all under the bridge
2006-03-16(svn r3905) -Fix: When returning the rail type under a bridge, check if ↵tron
there are rails at all
2006-03-16(svn r3904) Move GetBridgePiece() and GetBridgeType() to bridge_map.h and ↵tron
make the only place which still extracted that info diretly use the wrapper
2006-03-16(svn r3903) Fix a copy&pasto in last commit and remove a redundant comment ↵tron
(the line above already says what's going on)
2006-03-16(svn r3902) When drawing a bridge middle part get the bridge axis only once ↵tron
instead of again and again
2006-03-16(svn r3901) Remove the last user of FindEdgesOfBridge() by using functions ↵tron
with similar functionality
2006-03-16(svn r3900) When clearing a bridge determine the bridge direction and tile ↵tron
offset once instead of all over the place; also use UpdateSignalsOnSegment() instead of SetSignalsOnBothDir(), because this is sufficient
2006-03-16(svn r3899) Use wrapper functions to make more clear how deleting stuff ↵tron
under bridges works; also remove an unnecessary local variable
2006-03-16(svn r3898) Add functions to find a bridge end starting at a middle tiletron
2006-03-16(svn r3897) - Add some more missing files to VS6 project. Thanks for ↵Darkvater
bringing it to my attention glx.
2006-03-16(svn r3896) - [Patches] Fix: Honour any conditional settings when retrieving ↵Darkvater
the setting entries.
2006-03-16(svn r3895) - Add proper SLE(G)_CONDNULL macros for the empty space ↵Darkvater
reservation in savegames and update where used - Also add this capability to settings
2006-03-15(svn r3894) -Fix: use "" over in configuretruelight
2006-03-15(svn r3893) - Fix: Properly set back the owner of a crossing/road-under ↵Darkvater
bridge after removing it. For crossings we can always use .m2 because it is already 0 when not owned by a town.
2006-03-15(svn r3892) - Add missing file to VS project-fileDarkvater
2006-03-15(svn r3891) Fix r3885tron
2006-03-15(svn r3890) Simplify deleting a bridge by handling the ramps outside of the ↵tron
removal loop
2006-03-15(svn r3889) Change a part of the bridge drawing code to make it more ↵tron
comprehensible and add the needed accessors
2006-03-15(svn r3888) If you think you've checked everything, check once more. *sigh* ↵tron
Fix r3887
2006-03-15(svn r3887) Add a function to get the other bridge end when you're at a ↵tron
bridge ramp
2006-03-15(svn r3885) Simplify DoConvertTunnelBridgeRail() a bittron
2006-03-15(svn r3884) renamed TRIPPLE_BINARY to TRIPLE_BINARYbjarni
2006-03-15(svn r3882) -Codechange: [OSX] changed the way universal and tripple ↵bjarni
binaries are build Instead of compiling a binary for each arch and then join them in the end, each .o file is now compiled as a fat file This means that the makefile will not call itself to make a binary for each target and we don't have to make clean between each build it also means that if one file changed, we don't have to recompile all files Another benefit is since it's handled at .o level and though LDFLAGS, no special code is needed if we decide to compile more binaries (like a lot of stuff used to happen at post linking) We also needs much less flags to set up, so it should be even easier to get to work out of the box now The tradeoff in doing so is that now the binary needs at least OSX 10.3.9 to execute To deal with this issue, the JAGUAR flag can be used to compile for older OSes. We will release a binary for old OSes at next release to see if anybody even downloads it (not that many people use OSX 10.2 anymore) GPMI will not work on 10.2 anyway so we will cut support for it some day anyway
2006-03-15(svn r3880) - just do a string compare without length restrictions; followup ↵Darkvater
for r3875
2006-03-15(svn r3877) Add functions to turn a tile into a rail/road bridge ramp/middle ↵tron
part
2006-03-14(svn r3876) - Fix: We know on a level crossing's town owner of the road (if ↵Darkvater
any); it is in m2 so properly set it back when the crossing's removed.
2006-03-14(svn r3875) - [Patches] Fix up the intro menu so the right values for the ↵Darkvater
mapsize are shown (the default ones). Setting the value involves a small hack in that we also set the _patches value because that is used for world-generation and only inside there do the values get copied from _newgame - [Patches] Fix a stupid, stupid bug where I used sizeof() as length instead of strlen() in getting console values for patches.
2006-03-14(svn r3874) - Codechange: move the extern decleration of _patches_newgame ↵Darkvater
inside the WE_CREATE event because it is only used there.
2006-03-14(svn r3873) -Fix: don't remove Makefile.config if it isn't there in the ↵truelight
first place -Add: allow --debug=3 to enable DEBUG lvl 3 (--debug results in a lvl 1)
2006-03-14(svn r3872) - [win32] Show the revision in crash.txt and enable the button ↵Darkvater
to show the crash text in the crash-window
2006-03-14(svn r3871) - [win32] Remove mapfile generation and generate a pdb file ↵Darkvater
instead. This and the corresponding executable is enough to trace the source of a crash given by crash.txt by using WinDbg for example. Mapfiles are a bit deprecated in the newer VS environments.
2006-03-14(svn r3870) -Fix: missed one item in last commit, tnx glx :)truelight
2006-03-14(svn r3869) -Fix: don't use OS in configure, some system have that defined ;)truelight
2006-03-14(svn r3867) -Add: added --debug, --profile and --revision to configuretruelight
2006-03-14(svn r3866) -Fix: only add CXX if it is giventruelight
Word of warning: configure _does_ delete your Makefile.config!
2006-03-14(svn r3865) -Add: a fully optional configure script, that is a wrapper aroundtruelight
Makefile.config, inserting data directly into it. This is needed for the CompileFarm (nightly) and most likely it will help out many people who want to cross-compile. I might have missed several options out of the Makefile.config, but those are the needed ones for the CompileFarm.
2006-03-14(svn r3864) -Fix: small problems with make-system, making room for a ↵truelight
wrapper-configure
2006-03-14(svn r3857) Add and use GetBridgeRampDirection()tron
Note: This slightly changes the behavior of GetAnyRoadBits() to only return a road piece for the start of the bridge ramp instead of a full ROAD_[XY]
2006-03-14(svn r3856) Distinct between bridge ramps and bridge middle partstron
2006-03-13(svn r3854) - Fix restart_game_date to default to zero and allow a value of ↵Darkvater
0 which got screwed up during the patch-rewrite. Thanks peter1138