Age | Commit message (Collapse) | Author |
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90c920601c84975acb694f3673e2beb08b013753)
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quite boring with -x -w
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sprites via Action D Game Variables.
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aircraft was too fast, while acceleration of default aircraft was way too slow. I.e. choose wisely who to let write the software for your orbiter.
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conversion result to km-ish/h needs to fit into a byte.
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defined one
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Eagle_rainbow)
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basegraphics are missing some sprites, also suggest to use a non-release version of the basegraphics.
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Doxygen improvements.
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default cargo unavailable.
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all. (Hirundo)
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SmallVector.
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reservation and activation stage. That way they can be selected using Action7 depending on present cargo- or railtypes.
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'train_signal_side', and add a third option while doing so.
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favour of using Get() and direct member access (which is needed anyway for GRF string resolving).
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the compiler could reorder some code badly causing the 32bpp depot flag not working
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the wrong slots.
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correctly.
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refittable cargo types not behave incremental, but reset them on reassignment.
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(sprites by Snail).
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according to CTT order, do not rely on the GRF assigning the refit_mask property. Also check for GRFs setting the default_cargo or refittable-cargo-classes or -types properties.
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the GRF.
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default cargo, check ctt_include_mask for being empty before applying cargo translation.
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NewGRF later in the load order.
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usage.
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multipliers when refitting vehicles, which do not use callback 15.
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the CTT, then pick the first refittable cargoslot.
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spritenumber that caused the problem.
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fatal errors should always disable the GRF. Also give those errors precedence over other information.
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prop 15 with a missing language file
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avoiding creation of a function stack, massively increasing its speed, for a function that is called often
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others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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