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path: root/src/newgrf_industrytiles.h
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2019-11-10Cleanup: Removed SVN headersS. D. Cloudt
2019-10-19Codechange: Use std::vector for industry tile layoutsNiels Martin Hansen
2019-03-24Codechange: Use override specifer for overriding member declarationsHenry Wilson
This is a C++11 feature that allows the compiler to check that a virtual member declaration overrides a base-class member with the same signature. Also src/blitter/32bpp_anim_sse4.hpp +38 is no longer erroneously marked as virtual despite being a template.
2018-03-11(svn r27984) -Codechange: Make ScopeResolver constructors/destructors ↵frosch
inlineable. Speedup sprite resolving by about 8 percent.
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 r24690) -Codechange: Add resolver classes for industry tiles.alberth
2012-01-03(svn r23735) -Codechange: remove ~50 includes from headers that weren't neededrubidium
2011-01-22(svn r21890) -Cleanup: remove some unneeded includesrubidium
2011-01-22(svn r21887) -Fix-ish: some headers weren't including the headers they depend onrubidium
2010-10-16(svn r20942) -Feature [NewGRF]: make it possible to distinguish player ↵rubidium
built/randomly placed industries in the location and land slope check callbacks
2010-08-26(svn r20623) -Codechange: unify the storing of animation related informationrubidium
2010-08-01(svn r20279) -Doc: Doxygen additions/improvements.alberth
2010-05-29(svn r19901) -Add: [NewGRF] Access to industry founder (var A7) during ↵frosch
callbacks 28 and 2F. (yexo)
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.
2010-04-12(svn r19614) -Codechange: "it's" => "its" where appropriatesmatz
2010-02-27(svn r19269) -Codechange: PerformIndustryTileSlopeCheck() returns a ↵alberth
succeeded or failed command.
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 appropriaterubidium
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.
2007-11-11(svn r11410) -Codechange: implement random triggers for industries.rubidium
2007-10-02(svn r11193) -Fix: be more compliant with the specifications of callback #2F ↵rubidium
(and undocumented side effects in TTDP in corner cases).
2007-07-25(svn r10690) -Codechange: use the enum that describes all callback IDs in ↵rubidium
favor of "just" using an untyped integer.
2007-07-11(svn r10508) -Codechange: allow customizable animation schemes for industries.rubidium
2007-07-09(svn r10494) -Fix (r10490): possible null dereference in some exotic newgrfs.rubidium
2007-07-09(svn r10490) -Codechange: add support for industries on non-flat surfaces.rubidium
2007-06-19(svn r10226) -Codechange: Add support for newindustry tiles drawing.belugas
Heavily based on Maedhros's newhouses implementation
2007-06-13(svn r10127) -Add: Addition of basic structure for industry tiles callbacks ↵belugas
(unfinished). -Codechange: ResolverObject receives member gfx, making it compatible for both industries and industry tiles -Codechange: NewIndustryResolver now has his randombits and triggers (even if not implemented)