Age | Commit message (Collapse) | Author |
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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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about the fact that the backside of an one-way path signal can be a safe waiting point.
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road stop wasn't a road stop but was a T-junction or turn, the road vehicles would jump around in circles
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divisions with rounding.
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and DECLARE_ENUM_AS_BIT_SET
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-Cleanup: merge PopHead() and RemoveHead() into Shift()
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yapf a lot lower to reduce memory usage
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of dropping the added item
-Fix: CBinaryHeapT::CheckConsistency compared pointers instead of the actual items (skidd13)
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'made up' data that shouldn't go into the cache, causing desyncs in MP
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(SmallArray|FixedSizeArray)::(Append|AppendC) with other containers. (skidd13)
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members to better fit other container classes. (skidd13)
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if a header require a header make it include that header
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entering a signal block via a 'block' signal. This way you won't get double penalties, both red signals and reservation costs, for the block signalled tracks
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tile won't make a dent, 3 tiles might be a bit too much
-Feature-ish: make maximum pathfinder penalties for finding depots customisable, also increase it slightly to 20 tiles worth of penalties.
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reachable waypoint tile if the closest one is free but there is no safe waiting point directly after it. Now check for a free safe waiting point beyond the waypoint unless there are junctions before the first safe waiting point.
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