Age | Commit message (Collapse) | Author |
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shown
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API when they refer to the in-game values in the cases where that is possible and sensible
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ScriptTile::GetTownAuthority() (tnx to Torrasque for reporting)
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reusable by other script API instances
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Incoming based on TownEffect, outgoing based on CargoType (based on patch by Terkhen)
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operations for the current tick
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100.000 opcodes for free
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performance information (Morloth)
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for uniform stations has been broken for over a year
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the regression test comparison
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grow faster than others (Lord Aro)
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to overbuild an opponont road station with your own while using the 0.7 or 1.0 compatibility layer (fanioz)
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API and using AIList::ChangeItem
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possible values so AIs can detect a temporaral refusal from an industry to accept some cargo type
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"base" unit for aircraft speeds
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difference was more than "MAX_UINT"/2
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(Morloth)
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AIEngine::IsBuildable() returned false positives. Especially wagons of unavailable railtypes were reported available.
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costs.
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generally extent it to handle 32 bits.
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limit of railtypes
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of a road vehicle.
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add IsEnd() instead.
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iterators.
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location of trains in a rail station
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classes to get easier cost estimations before you start building
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are valid
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when building a station could be incorrect (missing a cargo)
-Change [NoAI]: AITile::GetCargoProduction now returns the number of producers and not the number of tiles of producers.
-Fix [NoAI]: AITileList_IndustryProducing would omit some tiles for at which a station would get cargo.
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AIWaypoint::HasWaypointType().
-Change: [NoAI] Constructor of AIWaypoint now takes a WaypointType to also handle buoys.
-Remove: [NoAI] AIBuoyList.
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certain engine.
-Change: AIEngine::IsValidEngine will now also return true when you have at least one vehicle of that type even if you can't build it anymore.
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duplicate or AIOrder.SkipToOrder
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-1, if the industry is neither buildable nor prospectable.
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