Age | Commit message (Collapse) | Author |
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Supercheese)
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landing
This adds a new flag that gets stored in the savegame, but it should still be compatible both ways, hence no save version bump.
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Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.
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The value is either unused or always the same as this->direction.
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VehicleSpriteSeq.
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if airports were rotated by 180 degree. (marcole)
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ScaleGUITrad().
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purchase lists.
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aircraft in r26866; make the ascend and descend if needed to cross high mountains (based on patch by ic111)
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to the ground or too far away (based on patch by ic111)
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Vehicle class
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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a lack of airports could trigger an assertion in most builds
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90c920601c84975acb694f3673e2beb08b013753)
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during (un)loading.
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with other vehicle types and increment it once per tick. (instead of twice like before, or six times like in r0)
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aircraft was too fast, while acceleration of default aircraft was way too slow. I.e. choose wisely who to let write the software for your orbiter.
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CargoList::MoveTo, i.e. pass the amount to truncate (fonsinchen)
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appropriately on creation (peter1138)
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(peter1138)
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Eagle_rainbow)
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range of the next destination.
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sprites. (Based on patch by Eddi)
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consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked.
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NewsFlag instead.
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preemptively deduplicate code.
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aircraft. (Based on patch by cirdan)
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skipping to an out-of-range destination.
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minimalize the work done where possible
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coding style
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Engine::DetermineCapacity().
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