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path: root/src/newgrf_house.cpp
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2008-04-03(svn r12547) -Feature: invisibility options to make objects invisible ↵smatz
instead of transparent
2008-03-31(svn r12513) -Codechange: rename OriginalTileRandomiser something more ↵skidd13
descriptive
2008-03-27(svn r12452) -Feature: [NewGRF] Add random action 2 type 84. For vehicles only.glx
2008-03-18(svn r12381) -Fix [FS1835] [FS1535] (r11855): The number of houses wasn't ↵skidd13
computed right. A few other things regaring the updating had to be changed. Big thanks for support to frosch123 and SmatZ, to name just a few. (Inspired by a patch of bilbo)
2008-02-15(svn r12149) -Codechange: Merge 'ground_sprite' and 'ground_pal' of ↵frosch
DrawTileSprites into one PalSpriteID
2008-02-15(svn r12148) -Codechange: Merge 'image' and 'pal' of DrawTileSeqStruct into ↵frosch
one PalSpriteID
2008-01-31(svn r12028) -Codechange: Split common part of station var 0x67, house var ↵frosch
0x62, indtile var 0x60 and industry var 0x62 to 'newgrf_commons.cpp'.
2008-01-15(svn r11855) -Fix [FS#1335]: recompute town population when removing a ↵glx
'newhouses' grf, or when loading a game with missing 'newhouses' grfs
2008-01-13(svn r11828) -Codechange: include table/* as the last includes and remove an ↵rubidium
unneeded include from openttd.h.
2008-01-12(svn r11818) -Codechange: split player.h into smaller pieces.rubidium
2008-01-09(svn r11801) -Codechange: remove some unneeded includes from some header files.rubidium
2008-01-09(svn r11788) -Fix (11787): makedepend doesn't mark delete files as changed...rubidium
2007-12-29(svn r11719) -Codechange: split sound.h in a header with types and one with ↵rubidium
functions.
2007-12-26(svn r11702) -Codechange: move all date related stuff to date*.rubidium
2007-12-25(svn r11692) -Codechange: move some functions from 'functions.h' to a more ↵rubidium
logical place and remove about 50% of the includes of 'functions.h'
2007-12-21(svn r11675) -Codechange: split the string types from the string functions.rubidium
2007-12-19(svn r11669) -Codechange: refactor tile.h -> tile_type.h and tile_map.hrubidium
2007-12-18(svn r11664) -Codechange: use more specific ("rail_type.h" instead of ↵rubidium
"rail.h" that includes way more than only "rail_type.h") includes at some places.
2007-11-19(svn r11481) -Codechange: Rename the HASBIT function to fit with the naming ↵skidd13
style
2007-11-19(svn r11475) -Codechange: rename clamp and clampu to Clamp and ClampU to fit ↵skidd13
with the coding style
2007-11-12(svn r11418) -Fix (r11416): forgot an instanceglx
2007-11-12(svn r11416) -Fix(r11411): For once, the warnings of MSVC are not useless. ↵belugas
Inversion of the two parameters of DoTriggerHouse cause a complain which was legit, in this case
2007-11-11(svn r11411) -Codechange: implement random triggers for houses.rubidium
2007-11-10(svn r11399) -Feature(ette): transparency settings can now be saved and thus ↵belugas
remembered. -Codechange: Wrap all transparency settings in accessors, hiding the implementation -Change: Clicking "transparent building" menu will toggle Houses And Trees only. The other options can be used in the transparency gui. Initial patch by Smatz (FS#1349), with some rework by BigBB and your humble servant.
2007-10-07(svn r11225) -Fix: if a sprite shares the bounding box of another sprite, ↵rubidium
the offset is unsigned instead of signed.
2007-09-30(svn r11190) -Fix: make snowy roofs of (newgrf) houses also transparent.rubidium
2007-09-26(svn r11173) -Codechange: rename some callback enums so they are more uniform.rubidium
2007-09-23(svn r11149) -Fix [FS#1225]: Draw building stages for new house ground sprites.maedhros
2007-09-04(svn r11042) -Fix [FS#1196]: so newgrf callbacks returned slightly wrong ↵rubidium
heights (height of nothern corner instead of height of lowest corner). Patch by frosch.
2007-08-23(svn r10968) -Codechange: Remove a tileloop performed in the ↵belugas
AfterLoadCountBuildings function and use the main loop of CheckhouseIDs instead
2007-07-26(svn r10698) -Codechange [FS#1082]: simplify the code related to ↵rubidium
foundations. Primarily removal of (duplicated|magic) code and introduction of few helper functions to ease foundation determination. Patch by frosch.
2007-07-26(svn r10696) -Codechange: remove duplication of the "make sprite ↵rubidium
transparent" code.
2007-07-25(svn r10690) -Codechange: use the enum that describes all callback IDs in ↵rubidium
favor of "just" using an untyped integer.
2007-06-15(svn r10167) -Codechange: Change the flagging system of grf loaded feature ↵belugas
from a bitset to a bool evaluation. Like easier to read and faster to evaluate :)
2007-06-08(svn r10066) -Codechange: Expose function GetNearbyTile by moving it to ↵belugas
newgrf_commons.[cpp|h]. Will be used by industries in a few.
2007-06-05(svn r10040) -Codechange: Make the function GetTerrainType public, as other ↵belugas
functions require it
2007-05-31(svn r10005) -Codechange: Merge two flags (2cc and newhouses) indicating ↵belugas
some newgrf features have been loaded, and introduce the newindustry one.
2007-05-19(svn r9873) -Codechange: Add missing second callback parameter for housespeter1138
2007-05-15(svn r9850) -Codechange: Introduction of the Override/Substitute manager. ↵belugas
Currently only used for newhouses. Basically, it is more a gathering of IDs from grf files and ingame data.
2007-04-05(svn r9563) -Feature: Add more finer control to transparency options, ↵peter1138
including a new toolbar, accessible from the map menu or Ctrl X. Patch by Wolf01.
2007-03-22(svn r9400) -Codechange: Use some more representative enum names for ↵belugas
landscape types.
2007-03-20(svn r9371) -Feature: Add support for variable snow lines in the arctic ↵maedhros
climate, supplied by newgrf files. When this is enabled forests cannot be built below the highest snow line, and farms can't be built above it. Houses still use the _opt.snow_line so they are all consistent, so to make them respect the snowline you may want to use some newhouses features as well.
2007-03-19(svn r9315) -Merge: The newhouses branch. With this merge comes almost ↵maedhros
complete support for the newhouses grf specs, so all newhouses grfs will be playable in the game. Many thanks to everyone who contributed code and ideas, and all the testers who found things we missed.