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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waypoints) do not use m8 for railtype.
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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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tiles
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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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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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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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'landscape_grid.html'.
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returned to water, even when it should've been canals.
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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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the road bits.
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complete support for
the newhouses grf specs, so all newhouses grfs will be playable in the game.
Many thanks to everyone who contributed code and ideas, and all the testers
who found things we missed.
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