Age | Commit message (Collapse) | Author |
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due to not checking a pointer to be non-NULL
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output for multistops
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the latter
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- if cascades -> switch
- uint -> TileIndex
- (uint)-1 -> INVALID_TILE
- don't treat non-flags as flags
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just wrong, so setting CC/CXX using ?= simply did nothing
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The Wrong Thing(tm) when date is used within $(shell)
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there seem to be platforms (MorphOS) out there which don't provide some proper defaults.
Use gcc and g++ as defaults, because cc and c++ aren't available either. *sigh*
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long time ago
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(hopefully) more readable:
- check if end tile is on the map
- uint -> TileIndex
- if cascades -> switch
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roadstops.
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to 5000
trains in one game (instead of the 240 which was the current value).
Default max allowed vehicles per type is changed:
Trains: 500 (old 80)
Road: 500 (old 80)
Ships: 200 (old 40)
Aicraft: 300 (old 50)
(Tnx to Celestar and Darkvater for checking the patch)
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commit (tnx to DarkVater)
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with _map2-data if possible (Celestar / TrueLight)
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generation to hang infinitely
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while the load game dialog is open, openttd asserts.
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larger/smaller maps
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REMINDER FOR ALL DEVELOPERS:
We do have 2 patch-setting-arrays: player-based, server-based. PLEASE
put your new patch setting in the right one... thank you :)
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industries
in the map
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1kx1k maps should now be much faster, and give more than just oil-stuff ;)
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(and should be an uint16, not uint8)
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Moved house type from _map2 to _map3_hi for MP_HOUSE
Moved foundation and roadworks from _map2 to _map3 for
MP_STREET
This increases game speed by a factor of around 15(!) if many cities are around.
Converting an old game is done automagically, but can take a while
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next airport in the orders do not have one (helipads)
- Fix: sometimes aircrafts would not go to the hangar even when they should. They do now
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know when
you have that amount of towns in a map ;))
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(MemoryPools)
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MemoryPool for general-dynamic-arrays)
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If somebody tried to use alternate compilers via an environment variable the assignment in the Makefile simply overwrote that.
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disabled Full Load button
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