Age | Commit message (Collapse) | Author |
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meant the same thing, but only one was used. Keep PATH_TOO_LONG since it has the better documentation.
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waiting position from a waypoint.
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finding code and remove need to return fake path distance. (juanjo)
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too long condition, as destination should not be considered in the former case.
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path and applying penalty.
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path finder costs with tile distances, thus vehicles went to depots which were factor 100 too far away. (juanjo)
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codestyle of derived structs.
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static cast type, operator methods.
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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would make the end-of-line-is-red setting ineffective
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direction; now favour docking in the direction you approached
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Eagle_rainbow)
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shall leave depots towards north or south.
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others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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partially reserved rail station could fail.
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use it
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functions if they return the Z in pixels (like TilePixelHeight)
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account.
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performance significantly (about 15%)
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yapf_node_ship.hpp
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be lost
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one-way path signals so those aren't preferred over other possibilities
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due to bouncing around in an "one way" trap; two one ways pointing towards eachother making it impossible to leave
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penalty when the signal is a path signal.
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road vehicles and trains.
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parameter to "path_found" and remove the ! where the variables are set / read
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making sure other waypoint entries are evaluated as well when they are occupied, e.g. when there are no signals before the waypoint but a train just beyond the waypoint is stopped (like for stations)
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penalties for road vehicles.
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vehicle speed is meant.
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some headers
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