Age | Commit message (Collapse) | Author |
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variables (using var 7B). Currently most useful for vehicle var 60.
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construction stages in spritelayouts with inconsistent number of sprites per spriteset.
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TileLayoutSpriteGroup::ProcessRegisters().
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selected in cases other than 1 or 4 sprites per set.
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stations.
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tiles.
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is intentionally removed, it is only used together with 'scope'.
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to GetValue and StoreValue.
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persistent storage.
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TileLayoutSpriteGroup instead of allocating it separately.
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spritelayouts allocated on the heap, and make use of constructors and destructors.
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resolving custom station foundations.
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some headers
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the southern bridgehead as tile.
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RAIL_GROUND_HALF_SNOW. That is, resolve the sprites for upper and lower part of the foundation independently.
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railstation selection callback.
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industries from construction callbacks 17, 28 and 2F. That is: The randombits the house/industry will start with, if construction succeeds.
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industries and houses during construction callbacks.
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temporary/persistent storage. (Spotted by yexo)
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rail types. (To be documented...)
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if a header require a header make it include that header
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num_sprites (as in number of sprite sets) is not the same as num_sprites (as in number of building sprites)
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including of newgrf_cargo.h
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production callback version 0.
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procedure and main chain.
-Fix (r8075): 'scope' and 'count' are not.
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it is only needed for them.
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anymore.
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which were sometimes missing and sometimes just typos
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can be reused for Waypoints.
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town_type.h to separate files
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when the new pool was added, which mean there weren't enough spritegroups when you have more than about a dozen ECS vectors.
-Change: increase the spritegroup pool's maximum size to something more than the number of real sprites that OpenTTD can handle; for example ECS has about 30 spritegroups per real sprite. With the 'old' limit that would mean 'only' about 4000 real sprites worth of spritegroups could be loaded.
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