Age | Commit message (Collapse) | Author |
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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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crossings per railtype.
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DEBUG() output. It was triggered on exceptions, especially when aborting world generation.
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and stations, so with expensive railtypes building stations and then removing the station would be cheaper than just building the rail
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of _current_company to ensure proper restoration.
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consisted of unrelated values use static const (u)int
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and waypoints are named
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callbacks and values of variables
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the number of used bits.
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with original acceleration model.
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CmdRailTrackHelper() as well.
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