Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
train is on the belonging track.
|
|
'train_signal_side', and add a third option while doing so.
|
|
|
|
dragging over obstacles. (adf88)
|
|
vehicle enters a new railtype.
|
|
|
|
|
|
updated when converting rail or building level crossings.
|
|
|
|
|
|
regardless of autofill, i.e. always removal all signals instead those at the signal interval
|
|
|
|
when pressing CTRL
|
|
depend on the vehicle length instead of being fixed at 4/8th of the original vehicle length to make sure shortened vehicles don't block tiles they shouldn't block.
|
|
waypoints (Krille)
|
|
|
|
|
|
related variables
|
|
functions use int z as well
|
|
|
|
TILE_HEIGHT
|
|
for the terraform code
|
|
TILE_HEIGHT for the snow line code
|
|
use it
|
|
functions if they return the Z in pixels (like TilePixelHeight)
|
|
steep slopes.
|
|
to provide rail overlays. (Hirundo)
|
|
also to station groundsprites from action 1.
|
|
|
|
sorting of rail types in the drop down list
|
|
more likely to be updated [o-s].
|
|
be introduced if a particular rail type is introduced, e.g. to make sure slow rail is introduced when fast rail gets introduced
|
|
|
|
road vehicles and trains.
|
|
well
|
|
to determine a fallback for the depot sprites
|
|
the shore sprites as groundtiles for three-corner-raised slopes (at shore).
|
|
|
|
some headers
|
|
railtype.
|
|
converted rails need updating. Not only engines, which have power afterwards. Also update Acceleration after updating Power.
|
|
an existing define on MinGW).
|
|
|
|
halftile foundations if the railtype uses overlays.
|
|
|
|
|