Age | Commit message (Collapse) | Author |
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not the normal signal showing "normal signal and <signal type on tile>".
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client so it is immediatelly clear which one you are working with.
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CmdBuildSingleSignal to directly place the correct signal, instead requiring multiple inputs before doing so
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tunnels and bridges
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depots, it is drawn through depot walls
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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.
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don't convert the rail if the engines of the new type are powered on the existing type.
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source, so data can be changed.
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updated when cycling the signal side. Patch by michi_cc with a small addition from me.
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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.
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any direction other than the track direction.
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to not cause stale reservations. (michi_cc)
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some tracks and reroute trains afterwards. (michi_cc)
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during build. (michi_cc)
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signals and honor the default signal type. (michi_cc)
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normal signal tools. (michi_cc)
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the signal code. (michi_cc)
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are drawn using the old Patch-like PBS sprites. (michi_cc)
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rail track. (michi_cc)
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setting. (michi_cc)
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instead of void*.
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with all other structs/classes that are in a pool.
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signals from nonexistent track sharing bits with existing track
So disallow removing signals from nonexistent track
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are now drawn until first non-opaque sprite is found (bit 14 not set)
This is to balance performance, code complexity and NewGRF requirements
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there was a ship on lower halftile
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tiles.
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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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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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tile-info-window.
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DiagDirection to Track and Trackbits
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something more than whitespace as description of files that don't have a description.
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primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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code.
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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.
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depot_base.h and remove quite a lot of unneeded (before this) includes of depot.h.
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function can be used
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instead of transparent
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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station_func.h.
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