Age | Commit message (Collapse) | Author |
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layouts during construction and add another pony to andy's stables
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difficulty.industry_density.
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generating industries in the SE.
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not affect the SE.
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replacment for the old 'none' setting in the newgame window.
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-Cleanup: Avoid conversions to Train and RoadVehicle that are no longer required.
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more likely to be updates [d-m].
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TILE_AREA_LOOP
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there are no industry types available.
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build attempts at unbuildable industries.
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created during the game.
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probability to decide which industry to build.
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local variable.
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IndustryBuildData::TryBuildNewIndustry().
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pointer.
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afterwards.
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defined tiles that relied on the substitute being drawn were broken
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built/randomly placed industries in the location and land slope check callbacks
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non-smooth economy to separate function.
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deduplicate code.
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water was flooded because it's grf changed/is missing
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for industries that can't be build on water
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repeated testruns resp. the exec run.
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industries that should be build.
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new industry.
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new industry.
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GetScaledIndustryGenerationProbability().
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complete object
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random industries in the scenario editor.
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(Eddi|zuHause)
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DeleteAnimatedTile() into MakeWaterKeepingClass().
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some headers
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related code
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[GS]et[Statation|Object|Industry|House]AnimationFrame
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actually movable; e.g. HQ and owned land are pretty movable.
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industry temporarily refues to accept some cargo
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