Age | Commit message (Collapse) | Author |
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It's not FIFO loading, but does the right thing in the common case:
If a vehicle is empty and another vehicle is already loading the same cargo at this station then the vehicle waits.
This is an reworked version of [ 1072211 ] submitted by Hackykid, thanks!
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This should reduce the compile time after altering english.txt by about 1/3, because "only" 62 instead of 90 .c files must be recompiled.
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spritegroups (i.e. the cars transporter in DBSetXL gets different cars each time) (pasky)
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This includes 2 fixes
-Fix: [1048596] Monorail and Maglev sounds are swapped (r511)
-Add special case to load the jackhammer sound (r478)
The rest are cleanups und enumeration to make merging possible/easier
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workaround for it)
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-Fix: sometimes commands got executed to early on some clients
-Feature: universal event packets for transmitting subsidys
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rightly shows the value, including ALL your money.
-Fix: Graphs now accomodate 64bit numbers (so the company value graph doesn't plummet into -... if value is too big)
-Strgen: added CURRCOMPACT64 for this, and 64bit versions of several macros.
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-Fix: desync problem fixes
-Fix: server doesnt hang anymore when a client timed out
-Feature: low latency connection enhancements [*net_sync_freq, *net_ready_ahead]
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-Fix: [1025836] Long bridges had negative value
-Fix: Typo in endian_check.c (Zr40)
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company value). Water floods HQ.
-Some layout fixes for command.c
-Tileinfo debug window in console now shows Tile in decimal numbers
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(TrueLight)
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station sign was too far away, there were goods acceptance/delivery issues (Celstar)
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except for German Townnames (also fix one typo on
English town-names)
-CodeChange: *act_paper to *act_water in Town to
more resemble its use
-Fix: AI players now retain AI status. Since TTDLX
savegame status is not fully documented, some holes
exist (AI state is set to one without a vehicle, otherwise
it crashes)
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