Age | Commit message (Collapse) | Author |
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-Feature: make penalty for road stop occupancy user configurable
-Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty
-Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it
-Change: improve the throughput of the drive through road stops by letting them stop closer together
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before the details string.
Gentlemen, swap your string parameters.
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the function that handles the CargoPackets instead of spreading it around over the saveload files. Also add some code to validate whether the caches are valid; to be removed later when no problems turn up
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for more consistency and distinguishability.
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can be reused by other crash logger implementations
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(like done for video, music, sound, etc)
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available company slot causing other AIs to be started
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make the help show how it works and how it doesn't work
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relatives
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document why they (assert(0)) have to stay for the remaining cases.
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the rate specified to the audio driver, resulting in incorrect playback speed. It is still preferable to use 11025Hz output rate if possible as OpenTTD's sample rate converter is very low quality.
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the dirty pixels stay within bounds of a 32 bits integer
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via command line when joining a server (based on patch by Progman, Ammler and planetmaker)
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casts when converting Vehicle to specialised vehicle types. Includes safety check
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unnecessarily add it.
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messages. Esp. do not close them automatically after some time.
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struct so (some vehicle related) NewGRF cache 'desyncs' can be tested easier.
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time, binary size and run time (with asserts disabled) should be improved
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_local_company, but only as a storage location for the company you want to join in MP.
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graphics set in game.
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CompanySettings struct
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AI system as closing the content-download window will rescan for AIs
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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forcing resizes/redraws of the screen during map generation
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this ID' from 'some' strings and replace the string name with something more sensible.
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[network]:server_bind_ip doesn't exist anymore. Add the IPs/hostnames to [server_bind_addresses]
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sources too
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