Age | Commit message (Collapse) | Author |
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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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related variables
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changes to reduce casting
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functions if they return the Z in pixels (like TilePixelHeight)
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draw different sprites on the map and in various GUIs.
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Vehicle to simplify code.
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caused crashes during load
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the hangar.
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at copper ore mine, to make them distinguishable from each other and from smoke due to disasters. (only affects newly spawned effects)
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they are leaving a depot and heading to the same one again; just like trains since r16322.
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it doesn't recompile everything that needs to be recompiled...
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vehicle view
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more likely to be updates [a-c].
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(anymore) after an aircraft crashed
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savegame value, as the latter could be stored in old units in old savegames.
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in different places.
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