Age | Commit message (Collapse) | Author |
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updated when converting rail or building level crossings.
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regardless of autofill, i.e. always removal all signals instead those at the signal interval
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when pressing CTRL
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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.
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waypoints (Krille)
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related variables
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functions use int z as well
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TILE_HEIGHT
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for the terraform code
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TILE_HEIGHT for the snow line code
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use it
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functions if they return the Z in pixels (like TilePixelHeight)
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steep slopes.
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to provide rail overlays. (Hirundo)
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also to station groundsprites from action 1.
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sorting of rail types in the drop down list
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more likely to be updated [o-s].
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be introduced if a particular rail type is introduced, e.g. to make sure slow rail is introduced when fast rail gets introduced
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road vehicles and trains.
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well
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to determine a fallback for the depot sprites
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the shore sprites as groundtiles for three-corner-raised slopes (at shore).
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some headers
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railtype.
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converted rails need updating. Not only engines, which have power afterwards. Also update Acceleration after updating Power.
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an existing define on MinGW).
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halftile foundations if the railtype uses overlays.
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converting rail.
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missed :)
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logical place and with a more descriptive name
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RAIL_GROUND_HALF_SNOW. That is, resolve the sprites for upper and lower part of the foundation independently.
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convert/remove nonexistant signals.
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or build/convert/remove signals over nonexistant railways.
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using a tree-tile.
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