Age | Commit message (Collapse) | Author |
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laid out tracks.
- Codechange: [NPF] Removed unused heuristic function NPFCalcTileHeuristic().
- Codechange: [NPF] Use DistanceTrack() instead of DistanceManhattan() for ship and train heuristic.
- Codechange: Renamed variables x and y to dx and dy in some of the distance calculation functions.
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tiles for computing the remaining distance
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auto servicing.
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correct value
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- Don't assert the vehicle type, as it can be anything
- Don't touch the slot information of the vehicle, because it's possible that it is not a road vehicle anymore and even if it is, it has nothing to to with that slot
- Trim the debug printout, because the information about the vehicle is arbitrary
(Joint effort with Darkvater)
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problem that CMD_ERROR is just the highest bit of the return value, but CMD_CLEAR_LANDSCAPE returns a negative value for owned land. So the highest bit is set as well. Note to self: Finish Command Patch
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langs)
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(someone fscked it up!)
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then the end of the list is reached (Hackykid)
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(c.f. previous commit)
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v->u.rail.track combinations. When a vehicle was sold its (possibly) assigned road slot for multislot was not cleared, thus resulting in a bug confusion. This should fix [ 1178520 ] Assertion failure in ai.c (invalid v->u.rail.track). With big thanks to TrueLight for the demo-recording patch, BJH for the wonderful savegame, Hackykid for his brilliant suggestions of the problem and Celestar for... ehm, making it all possible ;p
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the engine
replaced from did not have cargo capacity (instead of refitting to passengers)
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changable now.
- Codechange: [NPF] Improved the NPF hash calculation slightly.
- Codechange: [NPF] Increased hash size, should speed up somewhat.
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files there
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say left/right instead of up/down
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- CodeChange: Use images as arrows in the scenario-date scroller, looks better
- Feature: Clicked buttons with images/text now visibly depress their contents when pressed (eg it really seems like the button is moving)
- Fix: Fix sprite offsets of the arrow sprites in openttd.grf
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bitshifts :P (sorry)
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depots (introduced in r2154)
- Fix: [NPF] Trains still tried to go through the back of depots.
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Multiplayer Menu
- Feature: If the to be started server is using a password, draw a red '*' after the set password button to remind the user.
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check in
GetPrevVehicleInChain; this caused some nasty bugs in depots, like
wagons without engines complain about not being stopped, and stuff like
that. Hopefully this fixes those problems. With a big tnx to BJH for his
perfect demo!
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handle (use max64 instead of max)
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back of depots and road stations.
- Add: GetDepotDirection() wrapper function.
- Fix: [NPF] Ships can now actually reach buoys.
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win32-only (glx)
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- CodeChange: Introduction of SendWindowMessage() where a window can send another window a message (ala windows style msg, wparam, lparam). Messages can be sent by windowclass and by windowpointer.
- CodeChange: IsVitalWindow() simplifies a lot of checks for window handling that need to know what windows it can close, or be on top of, etc.
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not have "focus", keyinput went to game. A quick fix for the horrid inputkey-handling.
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can reverse in depots. This makes forced servicing tracks work with NPF.
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(higher) penalty, to discourage trains from waiting at presignal exits.
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(pkirchhofer)
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[Translations] Also switched to two spaces instead of tabs (Darkvater requested)
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than 256.
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landscape-tool (thanks chrishuebsch)
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road under a bridge that belongs to the town. TODO: railcrossings store owner somewhere else, put it into _map_owner[]!
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console/querybox/chatbox is open, all input goes there, if closed to game itself.
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'A' autorail and 'L' Terraform toolbar to their REAL places instead of the global window.
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autoreplace now forces an update of the cache. It should not affect gameplay as the
cache is updated each time the train starts moving, it's just an instant update of the detail window
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editor (D,Q,W,E,R,T,Y,U fltr)
- Fix: 'L' no longer opens ingame terraform bar in scenario editor bar, but the land generator one
- Feature: [ 1095110 ] Create Lake and draggable Create Desert tools (initial implementation GoneWacko), also added sticky buttons to land generator and town generator
- CodeChange: moved around some of the draggable tools, demystifying them
- CodeChange: change CmdBuildCanal to allow for XANDY dragging not only X or Y (only scenario editor)
- CodeChange: add some more enums to sprites.
- TODO: merge most of the ingame and scenario editor land terraform code. This can only be done after OnClickButton function is changed so it also includes the backreference to the widget being clicked, postponed to after 0.4.0
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bridge, fix for r2131
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