Age | Commit message (Collapse) | Author |
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road vehicles and trains.
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leave a non-drive through road stop at once
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(Hirundo)
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of a vehicle, not just the head of the vehicle
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vehicle overtaking.
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0x15 (Speed).
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breakdown handling as well (Hirundo)
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some headers
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depot orders.
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192-256-magic of vehicle movement.
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with slower/longer trains
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in a tick
In RoadVehicleController at tick N a road vehicle gets a j of slightly less
than adv_speed. In tick N+1 RoadVehCheckTrainCrash is called, then the road
vehicle gets a j of slightly more than adv_speed. This causes a second call
of RoadVehCheckTrainCrash. If in tick N the road vehicle moved onto a level
crossing and a (maglev) entered that tile at the same tick, in tick N+1 the
road vehicle would be crashed twice.
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in a queue (again).
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DEBUG() output. It was triggered on exceptions, especially when aborting world generation.
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of _current_company to ensure proper restoration.
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SpecializedVehicle in order to improve performance
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still blocked before accelerating again, instead of continuous starting/stopping.
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vehicle commands.
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after refitting a road vehicle to a longer variant.
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own function.
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instead of CountBits() where possible
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wrapper functions
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if a header require a header make it include that header
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depots didn't quite work
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overtaking in a station is not allowed
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tiles, just stay on it. This prevents the rare cases where a road vehicle would stop exactly on the border where it could not load
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first part was accounted for, so for extremely short fronts and lots after it the spreading did not work as it should.
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