Age | Commit message (Collapse) | Author |
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- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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rail/road combinations (including signals)
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on rail (new crossing) or removing road from crossing
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zoomed out (they are quite noticable) or "full details" are off (they are part of the game mechanics)
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'disable electrified railways'.
(original patch by maedhros, ideas: peter1138, Darkvater, Rubidium, Patrick, Eddi|zuHause, ..)
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now it's possible to
delete tunnels/bridges owned by nobody.
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PlayerID is an
actual playable player (< MAX_PLAYERS) or not.
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PlayerID as
these are used intermixed often.
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PLAYER_SPECTATOR and
put it into player.h where it belongs (instead of map.h)
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VehicleEnterDepot()
This revealed duplicated code like aircraft lists got invalidated twice
Moved invalidation of the vehicle detail window to VehicleServiceInDepot() as it should always be updated when serviced
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This change is intended to make it easier to make depot behaviour consistent
and faster to code when adding more features in the future
The user interface should hopefully not be affected by this
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-Codechange: DeleteDepot removes a depot from the pool
-Codechange: DestroyDepot is called by DeleteDepot to remove all things where a depot depends on.
Last 2 changes to prepare for new pool system. Not pretty now, will be soon.
-Codechange: Removed DoDeleteDepot as it was stupid
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-Codechange: IsValidXXXID now also checks if XXX is really valid, not if the number is within range
Both changes again in preperation of the new mem-pool system, which requires this.
IsValidXXXID is not a bit less pretty, but that will be cleaned up after the new mem-pool system
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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ramps on steep sloped tiles
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data, too
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instead of a TileInfo
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check
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functions.h (but I'm not too happy with the new header)
- Use DiagDirection instead of plain int for the orientation of the depot graphics
- Rename the associated data tables with sprites to something more meaningful
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- Simplify an expresssion: c ? f(x) : f(y) -> f(c ? x : y)
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This fixes some glitches like "turning" the excavation by adding/removing road bits or removing the road piece
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scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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-Feature: Bridges can now be placed above:
Any railway track combination (excluding depots and waypoints)
Any road combination (excluding depots)
Clear tiles (duh), including fields
Tunnel entrances
Bridge heads
Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing
There are still a number of visual problems remaining, especially when electric railways are on or under the bridge.
DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
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support and users for testing.
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It serves no real purpose except causing confusion
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confusing code
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EnsureNoVehicleOnGround() to make more clear what it does
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ROAD_{NORMAL,CROSSING,DEPOT} to ROAD_TILE_* for consistency
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RAIL_TYPE_{NORMAL,SIGNAL,...} have nearly the same name, rename RAIL_TYPE_* to RAIL_TILE_* of extra clarity
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Sorry
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handle success/failure can fail if a recursive call fails but doesn't set the error message, thus resulting in an old, possibly erroneous being used (see FS#130 prior to r4585). Now properly reset the global variable _error_message in these cases.
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command did not return the appropiate error message of invalid-slope when building road.
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There's exactly one implemented function (unbarring a level crossing) and one place where it can be triggered (a train leaves a level crossing)
It's a bit overkill, so just handle this one case where it can happen
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(STR_1[08]00_LAND_SLOPED_IN_WRONG_DIRECTION) - one just contains two redundant words
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appropriate enums
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with the remove-tool (r4348 surfaced this). In CmdRemoveRoad tiletype was not checked for ownership. Intorudce IsLevelCrossingTile() which checks if a tile is a crossing without knowing the type. Suggested by peter1138 and Tron.
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coordinates of the tile to operate on - to a TileIndex
Remove DoCommandByTile(), because now it does the same as DoCommand()
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declaration)
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Last occurence of FindLandscapeTile in the tile-specific functions gone. Thanks to Tron for doing lots of work in this direction
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ground types (including roadworks).
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(Pointed out by peter1138)
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Although it was an accessor, nor his usage nor the values were clear.
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