Age | Commit message (Collapse) | Author |
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spriteset IDs.
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Action1 in a single Action2.
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construction stages in spritelayouts with inconsistent number of sprites per spriteset.
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each NewGRF, thus waterfeatures could glitch when the properties were set by a previous NewGRF and the NewGRF assumed the properties to be unmodified
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GrfProcessingState, and reset them after each loading stage.
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GrfProcessingState, and reset them after each loading stage.
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temporary data at a specific spot, esp. clear 'data_blocks' now.
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loading into a struct.
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cases like creating a new scenario.
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reasons.
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speed fraction).
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specific point, data might be freed twice.
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multiple times, the previously allocated sprite layouts were not freed.
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TileLayoutSpriteGroup instead of allocating it separately.
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spritelayouts allocated on the heap, and make use of constructors and destructors.
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failure, also display an error in the GUI.
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also to station groundsprites from action 1.
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-Remove: the '-i' option for palette selection.
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the values were OR-ed. Use the last set value instead.
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callback is valid
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available in the current climate for every townzone, not just a single available house for all climates/townzones
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translation table of the GRF setting the refitmask instead of the GRF defining the action 3.
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of what was intended
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just the NewGRF houses, when making sure that at least one is available onwards from year 0
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validness anymore. The pool knows that on its own.
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twice for the same station id
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one prop A or 15
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unterminated spritelayout in action0 prop 08 instead of crashing openttd
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name becomes available
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rest of the action was skipped instead
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DrawTileSeqStruct::IsTerminator(), DrawTileSeqStruct::IsParentSprite() to simplify stuff.
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with version < 2 as incompatible. If you have trouble with certain grfs from BaNaNaS, then bother the author about fixing the grf.
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