Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-10-25 | (svn r27928) -Fix: [NewGRF] While executing random triggers, var 5F should ↵ | frosch | |
include the new triggers. -Fix: [NewGRF] Reset used random triggers only after all A123 chains have been resolved, so that all RA2 in all chains can test the shard triggers. This also includes multiple RA2 in the same A123 chain. -Fix: [NewGRF] Industry random triggers are stored per tile, even when randomising the shared random bits of the parent industry. | |||
2013-11-24 | (svn r26085) -Codechange: Pass ResolverObjects as reference instead of ↵ | frosch | |
pointer since they are never NULL. | |||
2012-11-10 | (svn r24693) -Doc: Add some doxymentation into the newgrf code. | alberth | |
2012-11-10 | (svn r24692) -Cleanup: Cleanup final parts of the old resolver code. | alberth | |
2012-11-10 | (svn r24682) -Codechange: Add resolver classes for houses. | alberth | |
2011-12-19 | (svn r23595) -Codechange: add comma after last enum to get a more uniform ↵ | rubidium | |
coding style | |||
2011-10-31 | (svn r23072) -Feature: [NewGRF] House callback 0x148. | michi_cc | |
2011-06-12 | (svn r22560) -Codechange: Remove constness from House in ResolverObject. | terkhen | |
2010-08-26 | (svn r20627) -Codechange: unify the animation code of station, airport, ↵ | rubidium | |
house and industry tiles | |||
2010-08-26 | (svn r20624) -Codechange: some constifying for NewGRF house | rubidium | |
2010-05-01 | (svn r19744) -Add [FS#3477]: [NewGRF] Access to random bits of houses and ↵ | frosch | |
industries from construction callbacks 17, 28 and 2F. That is: The randombits the house/industry will start with, if construction succeeds. | |||
2010-05-01 | (svn r19743) -Fix: NewGrfs could access map bits of not yet constructed ↵ | frosch | |
industries and houses during construction callbacks. | |||
2010-01-15 | (svn r18809) -Codechange/Cleanup: remove unneeded headers from some files, ↵ | rubidium | |
if a header require a header make it include that header | |||
2009-08-21 | (svn r17248) -Fix: add GPL license notice where appropriate | rubidium | |
2009-06-26 | (svn r16664) -Codechange: move house-related stuff from town.h and ↵ | smatz | |
town_type.h to separate files | |||
2009-01-04 | (svn r14828) -Codechange: move most of save/load-specific code to separate files | smatz | |
2008-05-06 | (svn r12971) -Documentation: add @file in files that missed them and add ↵ | rubidium | |
something more than whitespace as description of files that don't have a description. | |||
2008-04-21 | (svn r12817) -Feature: the ability to play NewGRF sounds for industries and ↵ | rubidium | |
stations. | |||
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) | |||
2008-01-15 | (svn r11855) -Fix [FS#1335]: recompute town population when removing a ↵ | glx | |
'newhouses' grf, or when loading a game with missing 'newhouses' grfs | |||
2008-01-07 | (svn r11776) -Codechange: more header splittings to reduce the dependencies. | rubidium | |
2007-11-11 | (svn r11411) -Codechange: implement random triggers for houses. | rubidium | |
2007-07-25 | (svn r10690) -Codechange: use the enum that describes all callback IDs in ↵ | rubidium | |
favor of "just" using an untyped integer. | |||
2007-06-08 | (svn r10065) -Cleanup (r9850): remove now unneeded stuff | glx | |
2007-05-19 | (svn r9873) -Codechange: Add missing second callback parameter for houses | peter1138 | |
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. | |||
2007-03-19 | (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. |