Age | Commit message (Collapse) | Author |
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CmdModifyOrder(). (only used by AI)
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end, middle or far end of a platform from the point of view of the driver of the train that enters the station.
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it impossible to (share-)clone the vehicle.
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-Change: when computing daily running cost, divide by 365 (instead of 364). Since r12134, the rounding errors don't need this correction anymore
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GetStationTileForVehicle and CanVehicleUseStation (based on idea by Swallow)
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vehicle (in the shared list) can't go to (wrong station type etc)
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veh/Aircraft/{STRING} {COMMA} in lang files (part by Swallow)
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on patch by Swallow)
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remove the order count from the savegame as we can easily count that (PhilSophus)
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through a method GetNumOrders() (PhilSophus)
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(optional) parameter.
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queried facility (or station/roadstop is invalid) instead of 0 (Yexo)
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resolved nearest depot order; otherwise we keep resolving the nearest depot order every tick.
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together (the vehicle didn't stop).
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depot' order (Swallow)
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checked whether it was possible to allocate a new block of pool items instead of checking for free pool items.
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nearest depot.
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client so it is immediatelly clear which one you are working with.
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deleted/modified while the timetable window is open
-Fix: close any dropdown and child windows in the Order and Timetable windows when selected order is deselected, deleted, ...
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president and company renaming commands, too
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order pool fills up a bit slower
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conditional orders on ships treated v->orders as an array, and didn't use the correct next order.
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windows dirty.
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go-to-nearest-depot-orders.
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from rail underneath it.
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changing 'cur_order_index'.
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order when the number of orders was 0; you could see that the vehicles had a shared order though.
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to a single location.
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conditional orders as non-static. (michi_cc)
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around is usually better.
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are put 'into' backup.
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conjunction with conditional orders, i.e. make it possibly to tell how long to travel to the next destination if you jump.
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backup failed.
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order, otherwise the vehicle would already leaving the station before it knows where the next destination is, making it leave in the wrong way. However, after processing as many conditional orders as there are in the order list it will stop processing them in order to not create an infinite loop.
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order processing functionality from the order handling. Patch based on work by michi_cc.
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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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