Age | Commit message (Collapse) | Author |
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from VehicleRail to Train
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introduce shiny new IsPlainRailTile()
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sources too
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masked wires as well.
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(based on a patch by Eddi).
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procedure returns false
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instead of absolute sprite IDs.
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client so it is immediatelly clear which one you are working with.
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need to be iterated. (spotted by smatz)
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(assertions on savegame loads).
-Fix [FS#2102]: but now in a hopefully beter way.
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DiagDirection to Track and Trackbits
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something more than whitespace as description of files that don't have a description.
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primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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drawn twice in some cases
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instead of transparent
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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IsRoadDepot[Tile]() and HasTileRoadType(); and use them.
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building transparency settings
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of for-loops
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under bridge' anymore
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GetTunnelBridgeLength() and/or GetOtherTunnelEnd() instead
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unneeded include from openttd.h.
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some type safety.
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useless includes.
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logical place and remove about 50% of the includes of 'functions.h'
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"rail.h" that includes way more than only "rail_type.h") includes at some places.
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r11642
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bridge_map.h into tunnelbridge_map.h
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remaining to fit with the naming style
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remaining to fit with the naming style
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style
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remembered.
-Codechange: Wrap all transparency settings in accessors, hiding the implementation
-Change: Clicking "transparent building" menu will toggle Houses And Trees only. The other options can be used in the transparency gui.
Initial patch by Smatz (FS#1349), with some rework by BigBB and your humble servant.
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some new slopes. Patch by frosch.
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boxes. It's not perfect yet, but a *very* good step into the right direction. Patch by frosch.
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