Age | Commit message (Collapse) | Author |
|
functions. Based on patches by skidd13, SmatZ and Belugas.
|
|
service a little more.
|
|
state while being marked const.
-Codechange: do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game.
|
|
Vehicle->SetNext() so we can trap instances that change a next pointer and (in the future) update the first/previous pointers based on that.
|
|
a depot.
|
|
"methods" custom to each vehicle to determine whether the vehicle is crashed.
|
|
(properly) use a road stop still tried to go to that road stop.
|
|
articulated
road vehicle, so don't check any other parts when testing if the vehicle is
stopped inside a depot.
|
|
didn't always update correctly) (Matthias)
|
|
even though there is no track to do so.
|
|
parts of articulated vehicles as dirty, not just the front.
|
|
vehicle, not just the first part.
|
|
vehicles should not attempt to do their own pathfinding.
|
|
vehicle struct.
-Codechange: do not force "special" vehicles to be allocated in the low 1024 vehicle slots and non "special" vehicles in the rest of the slots.
|
|
"road" everywhere except in the tile type.
|
|
variables.
|
|
|
|
variables.h to strings.h
|
|
changed usage, add a few and update the comments.
|
|
Tick method in the Vehicle class.
|
|
Get(Aircraft|RoadVeh|Ship|Train)Image.
|
|
account of vehicle group (Matthias Wolf)
|
|
as going into a tunnel, to support road vehicles looking back when finding a depot while in a tunnel.
-Fix [FS#290]: Make NPF look back when finding a depot for road vehicles.
|
|
it in UpdateVehicleTimetable.
|
|
complaining compiler...
|
|
accumulated feeder share (transfers) of individual pieces of cargo. This means that cargo isn't thrown on a big pile when it's put in a station or unloaded at a station, however the GUI does not reflect these changes yet so you will not actually see it.
|
|
|
|
|
|
easily modified.
|
|
|
|
some less efficient loops.
|
|
and finding vehicles on a tile. The hash area scanned is far smaller than the old hash table, which is now used for viewport updates only. This should give a significant performance improvement for games with many vehicles. (Based on work by 'B. N. SmatZ!' and 'madman2003')
|
|
callbacks 11 and 17 for
road vehicles for those who prefer the technical explanation.
|
|
|
|
|
|
|
|
road depot...
|
|
a specific way on straight pieces of road.
|
|
stop regardless whether they could actually "drive" on there.
|
|
vice versa (spotted by Desolator)
|
|
side of a depot.
|
|
just behind another vehicle.
|
|
|
|
|
|
|
|
road types on a single tile.
|
|
|
|
with callback 36. This is set on construction for ships and roadvehicles, and whenever carriages are attached for trains.
|
|
|
|
for all vehicle types.
|