Age | Commit message (Collapse) | Author |
|
client so it is immediatelly clear which one you are working with.
|
|
CmdBuildSingleSignal to directly place the correct signal, instead requiring multiple inputs before doing so
|
|
tunnels and bridges
|
|
depots, it is drawn through depot walls
|
|
|
|
sure it always results in the same irregardless of the order of the hash-linked-list.
-Fix: desync in PBS reservation following, vehicle flooding and road vehicle overtake/follow code.
|
|
|
|
don't convert the rail if the engines of the new type are powered on the existing type.
|
|
source, so data can be changed.
|
|
updated when cycling the signal side. Patch by michi_cc with a small addition from me.
|
|
trains having the selected waypoint in their orders.
Changing its name is also supported from the same new window.
Gui based on work done by Satyap, on FS#2025.
|
|
any direction other than the track direction.
|
|
|
|
|
|
to not cause stale reservations. (michi_cc)
|
|
some tracks and reroute trains afterwards. (michi_cc)
|
|
during build. (michi_cc)
|
|
signals and honor the default signal type. (michi_cc)
|
|
normal signal tools. (michi_cc)
|
|
the signal code. (michi_cc)
|
|
are drawn using the old Patch-like PBS sprites. (michi_cc)
|
|
rail track. (michi_cc)
|
|
setting. (michi_cc)
|
|
instead of void*.
|
|
with all other structs/classes that are in a pool.
|
|
signals from nonexistent track sharing bits with existing track
So disallow removing signals from nonexistent track
|
|
are now drawn until first non-opaque sprite is found (bit 14 not set)
This is to balance performance, code complexity and NewGRF requirements
|
|
there was a ship on lower halftile
|
|
tiles.
|
|
settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
|
|
|
|
-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
|
|
tile-info-window.
|
|
DiagDirection to Track and Trackbits
|
|
|
|
something more than whitespace as description of files that don't have a description.
|
|
primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
|
|
code.
|
|
objects can be build, but check it directly in the pool so we do not have to call destructors in the testing phase. Stations still use the autoptr though.
|
|
|
|
depot_base.h and remove quite a lot of unneeded (before this) includes of depot.h.
|
|
function can be used
|
|
|
|
instead of transparent
|
|
unneeded inclusions of engine.h and/or replace them with engine_type.h.
|
|
station_func.h.
|
|
|
|
while partially in a depot
|
|
for signs and SIGNAL for signals :)
Always check your terms with your nearest british ;)
|
|
some more meaningful values.
This allows to remove an unnecessary subtraction in the MAYBE_DAW_SIGNAL macro, who was waiting for an offset, at the first place.
|