Age | Commit message (Collapse) | Author |
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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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while partially in a depot
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for signs and SIGNAL for signals :)
Always check your terms with your nearest british ;)
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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.
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affect anything in this case but is bad form.
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roads as this allowed competitors to remove the one-way state.
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GetTileTrackStatus().
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GetCrossingRailAxis() to improve code readability
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there can be less checks in pathfinders for depots/stations/tunnels/bridges
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DrawTileSprites into one PalSpriteID
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one PalSpriteID
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-Codechange: undefine a defined macro once work is finished, just in case
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IsRoadDepot[Tile]() and HasTileRoadType(); and use them.
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why normal electric signals are handled specially.
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not on height of the lowest part of the tile
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property to allow further fixes
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GetTunnelBridgeLength() and/or GetOtherTunnelEnd() instead
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gameload and crossing construction)
-Fix: crossing sound is bound to tile, not to vehicle
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crossing and after loading older savegame
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non-flat tiles, too.
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or industry tile
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building/removing a large block of track/signals/station
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complex detection later
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unneeded include from openttd.h.
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long track
-Codechange: use dedicated pathfinder for signal updating, resulting in better performance and possible future improvements
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some type safety.
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