Age | Commit message (Collapse) | Author |
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(for roads) and ScriptTunnel:BuildTunnel (for roads) to work for GameScript
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functions if they return the Z in pixels (like TilePixelHeight)
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more likely to be updated [o-s].
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instead of CountBits() where possible
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PoolItem::IsValidID() and PoolItem::Get()
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PoolItem::IsValidID(index)
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and _SIGNALS.
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some cases, or made decisions on the 'original' slope instead the slope after applying the foundation..
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map.
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-Change: when computing daily running cost, divide by 365 (instead of 364). Since r12134, the rounding errors don't need this correction anymore
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client so it is immediatelly clear which one you are working with.
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with all other structs/classes that are in a pool.
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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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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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FOR_ALL_ENGINEIDS_OF_TYPE
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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when checking for available road/rail types (bilbo)
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some type safety.
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logical place and remove about 50% of the includes of 'functions.h'
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logical locations.
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a macro (skidd13)
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possibility to clean up unconnected road bits during the local road reconstructions. Based on a patch by skidd13.
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