Age | Commit message (Collapse) | Author |
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client so it is immediatelly clear which one you are working with.
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is more exact and less subject to interpretation
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to a single location.
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due to wrong (and unneeded) type conversions in the saveload code.
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be marked active in some cases, which then loads garbage in their statistics and such.
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loading a savegame.
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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: split the diff_custom variable.
-Feature: allow changing some of the diff_custom variables via the console in network games.
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something more than whitespace as description of files that don't have a description.
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global variable
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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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wrong.
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uniform naming of the thing instead of using both names for the same thing.
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array' in the oldloader.
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statically 'waste' memory when the old name array is not needed anymore.
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including other headers in variables.h.
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depot_base.h and remove quite a lot of unneeded (before this) includes of depot.h.
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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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(profits, ...) due to a 'reallocation' for vehicle type conversion. The conversion is now done before loading the vehicle chunk.
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'garbage' that was sprinkled in some places.
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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)
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ID. Rename this to preview_player_rank and change back to a uint8 to avoid confusion.
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duplication.
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remove them from TTDP games.
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of for-loops
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unneeded include from openttd.h.
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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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structs to a place where they are only included a few times.
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(it relied on previous runs) but there is no need to invalidate window data during game load as the windows in question cannot be open.
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single location.
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needed.
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