Age | Commit message (Collapse) | Author |
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building roadbits from underneath the bridge to the bridgehead is impossible, so don't silently ignore that error when building over houses and industries is not ignored.
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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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town-owned road under drivethrough stops.
-Fix: Reset the 'town-owned-road'-flag when removing and rebuilding road under drivethrough stops.
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RoadOwner.
-Fix: Before evaluating RoadOwner, check if the roadtype is present.
-Fix: Some places assumed that MP_ROAD means normal street.
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tile-info-window.
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settings_gui.cpp.
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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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in progress
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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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place to a single location.
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depot_base.h and remove quite a lot of unneeded (before this) includes of depot.h.
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the intended penalty.
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are unsigned by default. Patch by Dominik.
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instead of transparent
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to keep to ask people for their version number because it's likely they give you the wrong answer anyway.
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conditions more union
-Feature: Allow to build/remove more road-piece combinations directly
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tracks.(Roujin)
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GetTileTrackStatus().
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(spotted by michi_cc)
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over existing road with vehicle on it, or do not fail at all
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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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bridges (spotted by _minime_)
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DrawTileSprites into one PalSpriteID
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one PalSpriteID
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IsRoadDepot[Tile]() and HasTileRoadType(); and use them.
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is a vehicle on it
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building transparency settings
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road stops, ship depots and buoys too. Update owners of water and road.
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property to allow further fixes
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of p1 for CMD_REMOVE_ROAD
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GetTunnelBridgeLength() and/or GetOtherTunnelEnd() instead
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roadtypes would need different foundation
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gameload and crossing construction)
-Fix: crossing sound is bound to tile, not to vehicle
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