Age | Commit message (Collapse) | Author |
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rail drawing code, and placed neatly into arrays and enums. This also makes way to implement more railtypes without having to do tons of ugly hacks.
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funciton IsCompatibleRail().
- Codechange: [NPF] Check the railtype along a route against the engine type instead of against the previouse tile. This clears the way for electriefied rails.
- Add: [NPF] [ 1209644 ] A penalty for crossings (peter1138)
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contained garbage, the picture was shifted one to the right, and the last column was dropped
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blathijs for
pointing it out)
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_map_hi for rails, in order to make way for pbs
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linked to the variable _network_autoclean_protected
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selection wasn't correctly redrawn
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sprites.
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committing, restore the sort order in the Makefile
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TileVirtXY
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loaded as the wrong type (int8,int16,int32) causing undefined results. (like cargo types being wrong)
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a tile is correct for a vehicle to enter it. Based upon glx's code.
- Fix: [ 1203769 ] [NPF] NPF tries to plan over bridges, through tunnels, over level crossings of other players. (glx)
- Codechange: Renamed TRANSPORT_MAX to TRANSPORT_END and added INVALID_TRANSPORT.
- Codechange: Moved IsLevelCrossing() from tile.h to rail.h
- Add: GetCrossingTransportType(), which returns the transport type (road, rail) of both tracks on a level crossing.
- Removed old TODO that was fulfilled already.
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modified in english.txt lately)
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entrance from above.
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in transparent buildings or tranparant station signs mode. (Peter1138)
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automatically remove signals on the tracks.
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apart when reversing in some cases. (Therax)
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