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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integers.
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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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segments with different railtype in the YAPF cache. (JGR)
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codestyle of derived structs.
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static cast type, operator methods.
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depots when the following tile has the right type to run on, but could not be entered; e.g. facing toward a depot with the entry facing the wrong way failed to reverse whereas facing towards an empty tile allowed the vehicle to reverse (estys)
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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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railroad checks. (Juanjo)
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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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comments in the code. It was silly to name me like that to begin with ;) (based on patch by HackaLittleBit)
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use it
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functions if they return the Z in pixels (like TilePixelHeight)
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overflow of the argument to malloc. (monoid)
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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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provide "lost" notices; it would even get lost while following it's own path
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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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up as lost, even when it would eventually find a path. Now also the distance from the "end" of the pathfinding run to the destination is compared to the current distance to the destination; if the distance to the destination at the end of the pathfinder run is less than the current distance from the destination the ship won't be marked as lost. This means that the ships with the old pathfinder will less likely get marked as lost, but due to the design of the old ship pathfinder there "lostness" is merely a best guess. When you still get a lost message
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