Age | Commit message (Collapse) | Author |
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Haiku (jrepan)
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AI+Squirrel
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instead of CountBits() where possible
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location of trains in a rail station
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an obstacle in the way.
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is an obstacle in the way.
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parameter for OnClick().
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classes to get easier cost estimations before you start building
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Only settings with the AICONFIG_INGAME flag can be editted in this way
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newgrf/ai the selected item could be out of range
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the custom difficulty level by using the query text window
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load the AI data from a savegame instead of the exact same version
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non-waypoint tile when the waypoint was a multitile waypoint
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its minimum size
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the 'no ai found' message can be read completely without resizing
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wrapper functions
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station
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if a header require a header make it include that header
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non-statemachine-related variables to there
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several flaws (not masking of bits, not resetting town authority updates on checks/estimates, ...). Let it use DoCommandPInternal, DoCommandP without showing error messages and such, instead.
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of using _local_company to pass that information, with the whole mess when you don't want the company to be _local_company.
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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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