Age | Commit message (Collapse) | Author |
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see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
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debug stuff a runtime configurable debug option instead of a compile time option.
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(optional) parameter.
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client so it is immediatelly clear which one you are working with.
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that hopefully doesn't cause crashes.
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called when a thread is terminated. Now GenWorld- and SaveLoad-thread cleanup theirselves correctly, while Fibers don't (as that causes access-violations)
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because it is never used.
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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locations.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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something more than whitespace as description of files that don't have a description.
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threading we have better extendable.
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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duplication.
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Tiles which only consist of shore do not flood anymore, instead they get removed if they are no longer connected to flooding water.
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generation.
-Fix: store changes to persistent storages after performing all the game logic instead of resetting them.
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unneeded include from openttd.h.
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map.h).
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logical place and remove about 50% of the includes of 'functions.h'
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single file and do not include gfx.h everywhere to get a Point type.
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their respective places.
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and making it more logic where function definitions can be found.
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WindowHighlightMode constants. Patch by SmatZ.
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the scenario editor.
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new game.
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and into landscape.h, and add a few where they didn't exist.
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comments style.
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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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stillunknown and pv2b.
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renamed to .cpp)
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