Age | Commit message (Collapse) | Author |
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in the NewGRF code, too
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list position (mostly function renaming)
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with all other structs/classes that are in a pool.
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zero sprites.
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purchase list.
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7/9/D and VarAction2 (23/24 or A3/A4)
Add access to (long format) building year, in Variational Action2 Variable 49 for Vehicles
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without asserts
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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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-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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primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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engine with no owner when a NewGRF requested a specific variable.
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manually toggled vehicles.
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functions and move the 'normal' case Pack/Unpack to Order.
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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station_func.h.
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chain of vehicles with the same ID' (thx DaleStan)
-Fix (r12452): wrong loading of random action 2 type 84 for non vehicle (though it shouldn't happen, but who knows ;))
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just those that carry cargo.
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train had negative income
-Codechange: use GetDisplayProfitThisYear() to convert vehicle profit to readable form
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unconditionally returning a possibly non-existant sprite.
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day to calculate running cost
-Fix [FS#1739]: vehicle profit is now counted with 8bit fract, so it is now shown properly in the vehicle details window
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now attached to their object directly and there is
no limit to the amount of names.
-Fix: NewGRF engines could not be renamed.
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some type safety.
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overrides, and adjust scope while there.
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was higher than its capacity when resolving sprite groups.
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useless includes.
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logical place and remove about 50% of the includes of 'functions.h'
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it is really needed.
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remaining to fit with the naming style
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style
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with the coding style
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user-defined bit mask (prop 25) via callback 36
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properly, the NewGRF called other code too that wasn't prepared for non-train vehicles.
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Vehicle::first pointer correctly set.
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state while being marked const.
-Codechange: do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game.
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Vehicle->SetNext() so we can trap instances that change a next pointer and (in the future) update the first/previous pointers based on that.
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