Age | Commit message (Collapse) | Author |
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sprite changes.
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relatives
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road vehicles; only ROAD isn't always enough. Also unify the way of writing it.
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DrawRoadVehImage.
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functions
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Is/Set/HasArticulatedPart member of RoadVehicle.
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prevent unnecessary inclusion newgrf.h anyway
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to not confuse it with image_index from *VehInfo.
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casts when converting Vehicle to specialised vehicle types. Includes safety check
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code style.
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vehicles in more places. Esp. they were only invalidated for trains.
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for all vehicle types
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company-based settings, so in a multiplayer game everyone can change them.
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constant and unduplicate a few lines.
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vehicles/stations/industries are deleted.
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struct so (some vehicle related) NewGRF cache 'desyncs' can be tested easier.
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was deleted
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PoolItem::IsValidID() and PoolItem::Get()
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SoundFX, which was used as a byte and uint16 at different places, when the uint16 sound ID is meant.
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PoolItem::IsValidID(index)
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creating vehicles, instead of arbitrary sprites not related to the vehicle. (though that also applies to the question mark)
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some code.
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this ID' from 'some' strings and replace the string name with something more sensible.
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sources too
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information in purchase-list/after building before users have a chance to blame OpenTTD for incorrectly autorenewing/-replacing.
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process of moving the vehicle which means that only the (orientation) data for the vehicles in front of it is valid. Now the data for the vehicles behind the vehicle are valid too.
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VehiclePositionChanged and EndVehicleMove.
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articulated engine has been built. (except 0x16)
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reserve a slot at a single road stop. 255 + 1 gives trouble, but 64 is even more than the roadstop would be able to handle within the slot timeout time.
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stop, not when they own the road/tram track.
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which cannot accept CT_INVALID.
-Codechange: Add Engine::GetDefaultCargoType() and Engine::CanCarryCargo() and use them.
-Fix [FS#2617]: When articulated parts have no available default cargo, use the cargo type of the first part for livery selection.
-Change: To decide whether a vehicle is refittable do not test its current capacity for being zero, but always use the 'capacity property'.
Note: The property is used unmodifed without calling CB 15/36. By setting it to a non-zero value and returning zero in the callback vehicles can be refitted to/from zero capacity for e.g. livery effects.
Note: It is intentional that you cannot control refittability by CB 36.
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skipped by 'continue'.
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