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path: root/src/industry_cmd.cpp
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2021-02-20Codechange: rename sound ids to make more sense. (#8701)frosch
2021-01-22Feature: Allow GameScripts to add additional text to Industry view windowdP
2021-01-18Change: [NewGRF] industry special flag 19 now specifically targets only ↵frosch
passenger production, instead of the second cargo of any water-based industry. (#8590) This behavior is less surprising to NewGRF authors, and may even be intentional behavior for some industries.
2021-01-08Codechange: Remove min/max functions in favour of STL variants (#8502)Charles Pigott
2020-12-27Codechange: Replace FOR_VEHICLE_ORDERS with range-based for loopsglx22
2020-12-22Feature: Set exclusive access to industry from GS (#8115)Pavel Stupnikov
2020-12-22Feature: Influence industry production changes from GS (#7912)Niels Martin Hansen
2020-12-14Add: new economy "frozen" that stops production changes and industry ↵Pavel Stupnikov
closures (#8282)
2020-09-24Fix #8311, b98c7763de4: Industry probability at map generation was scaled ↵frosch
differently when set via property or callback.
2020-06-28Add: [NewGRF] Industry behaviour flag to override second cargo production ↵Michael Lutz
clamping for water industries when using smooth economy. Smooth economy is only used when the corresponding setting is enabled and the industries does not use the production callback.
2020-05-13Fix #8137: New clients can't join (desync) after funding an industrydP
2020-05-13Codechange: Refactor FindStationsAroundTiles to avoid code duplicationdP
2020-01-12Codechange: Cache resolved town, station and industry name stringsJonathan G Rennison
2020-01-12Change: Only resort industry directory window on production change if necessaryJonathan G Rennison
2019-12-29Fix: Allow old NewGRF industries to blank out in/out cargo slots (#7882)Niels Martin Hansen
2019-12-21Codechange: Replace vehicle related FOR_ALL with range-based for loopsglx
2019-12-21Codechange: Replace FOR_ALL_INDUSTRIES with range-based for loopsglx
2019-11-10Cleanup: Removed SVN headersS. D. Cloudt
2019-11-03Fix #7820: Heap use after free when removing oil rigJonathan G Rennison
2019-10-26Fix 53f8d0b81: signed/unsigned warnings (#7803)glx22
2019-10-19Codechange: Use std::vector for industry tile layoutsNiels Martin Hansen
2019-10-12Fix #7703: Prevent sounds being produced by inactive industries (#7752)abmyii
2019-08-17Add: Scale oil refinery edge distance up by map sizeNiels Martin Hansen
Also scales oil rig distance up, since they use the same algorithm.
2019-06-30Feature: Multi-tile docks and docking points.peter1138
2019-04-29Codechange: Remove Company/OwnerByte typesCharles Pigott
2019-04-13Codechange: Replace duplicated code with TileArea::Expand() (#7467)PeterN
2019-04-10Codechange: Use null pointer literal instead of the NULL macroHenry Wilson
2019-03-26Codechange: Removed SmallVector completelyHenry Wilson
2019-03-25Fix #7411: Use industry production callback (if used) on initial industry ↵PeterN
cargo generation. (#7412)
2019-03-09Feature: Non-rectangular sparse station catchment area.Peter Nelson
2019-03-09Codechange: Convert IndustryVector to a std::set.peter1138
2019-03-09Codechange: Convert StationList from SmallVector to std::set.peter1138
2019-03-08Feature: Industries with neutral stations (e.g. Oil Rig) only supply/accept ↵PeterN
cargo to/from their neutral station. (#7234) This change is a controlled by a game setting, located under Environment -> Industries which allows toggling the behaviour. It defaults to enabled. "Company stations can serve industries with attached neutral stations" When enabled, industries with attached neutral station (such as Oil Rigs) may also be served by company-owned stations built nearby. This is the traditional behaviour. When disabled, these industries may only be served by their neutral station. Any nearby company-owned stations won't be able to serve them, nor will the neutral station serve anything else other than the industry.
2018-11-03Add: NewGRF support for 16-in-16-out industriesNiels Martin Hansen
2018-11-03Add: Industries can produce and accept up to 16 different cargoesNiels Martin Hansen
2018-10-31Doc: Lots and lots of doxymentation fixesCharles Pigott
2018-05-21Change: Add CargoTypes type for cargo masks. (#6790)PeterN
2017-11-25(svn r27932) -Fix (r0) [FS#6639]: Forest, candyfloss forest and battery farm ↵frosch
skipped the first animation frame.
2017-04-02(svn r27841) -Fix: Don't consider locks or ship depots as clear water when ↵peter1138
placing industries.
2014-09-21(svn r26879) -Codechange: remove most MayHaveBridgeAbove calls since the ↵rubidium
data is now always accessible
2014-08-13(svn r26729) -Feature: Warn about missing industries after generating a map.alberth
2014-04-23(svn r26482) -Codechange: add an include that allows us to undefine/redefine ↵rubidium
"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
2014-04-12(svn r26457) -Codechange: Remove unused parameter from SetIndustryCompletedplanetmaker
2014-02-10(svn r26328) -Fix: Warnings and compilation failures.frosch
2014-02-06(svn r26312) -Codechange: iterate the nearby tiles instead of the industry ↵rubidium
list for a conflicting industry when the number of industries is really large (MJP)
2014-02-06(svn r26308) -Fix-ish: do not try to build more towns/industries than the ↵rubidium
pool can hold (MJP)
2013-10-12(svn r25853) -Codechange: Simplify SetupFarmFieldFence by replacing the Axis ↵zuu
and north parameter with a direction parameter and taking adventage of the new unified SetFence function (cirdan, LordAro)
2013-10-12(svn r25852) -Codechange: Merge GetFenceXX/SetFenceXX into one common ↵zuu
GetFonce/SetFence for all directions that take an extra direction parameter (cirdan, LordAro)
2013-10-12(svn r25850) -Codechange: Merge IsBadFarmFieldTile and IsValidFarmFieldTile ↵zuu
into IsSuitableForFarmField (cirdan, LordAro)
2013-10-12(svn r25849) -Codechange: Introduce IsTileFlat to not compute full slope ↵zuu
information for situations when we only want to know if a tile is flat or not (cirdan, LordAro)