Age | Commit message (Collapse) | Author |
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whether it succeeded or not.
-Fix: AIs did update their last cost incorrectly in network games if the cost of the DC_EXEC phase differed from the ~DC_EXEC phase.
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window) when they were randomly chosen
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weren't properly centered
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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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AITileLists
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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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variables. Also make use of TileArea functions for determining the 'width' and 'height' of an industry.
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tiles with trees on them.
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AIWaypoint
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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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destination of a 'nearest depot' order
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NO_UNLOAD order, GOTO_NEAREST_DEPOT order was created instead
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capacity.
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structs having different definition in different object files
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for eg. 64bit systems, don't use them
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depot orders
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window. Based on a patch by Zuu.
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the AI list window to the AI configuration window
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duplicate or AIOrder.SkipToOrder
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error message contained a quote
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AIVehicle::SkipToVehicleOrder and AIOrder::SkipToOrder. They are the same. Also ORDER_CURRENT was not allowed for the latter, but well...
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set back to grey after AI bankrupt
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it falls out of the range of active AIs
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left untouched and then freed. Make sure this doesn't happen by ensuring it starts out as NULL instead of 'garbage'.
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isn't resizable
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same twice.
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and sticky boxes and for window captions
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-1, if the industry is neither buildable nor prospectable.
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making it big font aware in the process
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Window::UpdateWidgetSize().
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