Age | Commit message (Collapse) | Author |
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This allows allows NewGRF object/industry placement rules to treat trees on coast tiles the same as regular bare coast.
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properly changed upon bankruptcy causing crashes when trying to remove the depot in certain situations
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from 64k to about 16M.
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number of small errors (Juanjo)
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and make them pass the validator again.
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industries to m7 (same as airports and stations)
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and unify the relation objects have to towns
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actually movable; e.g. HQ and owned land are pretty movable.
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it's covered by snow, this allows rocky tiles under snow if you have a variable snowline
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road was documented wrongly (Eddi)
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it possible to remove someone's tram tracks.
-Feature: allow building road stops on road/tram tracks of competitors.
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object, in order to keep the Unmovable type free of any irrelevant data
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array instead of the construction year.
Note: Savegames from r13437 to now are broken and have a age of 255 years for a lot houses.
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after importing older savegame and during town generation
-Codechange: rewrite parts of code responsible for caching index of nearest town
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of only roads owned by tiles. This replaces a O(n) search over all towns from the road's tileloop with a O(1) lookup (PhilSophus)
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are drawn using the old Patch-like PBS sprites. (michi_cc)
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to 128.
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needed. Removed.
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the map, allowing the sea/river/canal status to also be
stored for buoys, docks, locks and depots. All these are now allowed on rivers and removal of them will revert to the
original water type.
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'landscape_grid.html' to reflect reality and add some details.
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returned to water, even when it should've been canals.
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frosch.
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triggers (part of the backend for it). Furthermore update the documentation of the map's bits wrt to industries.
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hardcoding station types by graphics IDs.
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a specific way on straight pieces of road.
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