Age | Commit message (Collapse) | Author |
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(properly) use a road stop still tried to go to that road stop.
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articulated
road vehicle, so don't check any other parts when testing if the vehicle is
stopped inside a depot.
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didn't always update correctly) (Matthias)
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even though there is no track to do so.
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parts of articulated vehicles as dirty, not just the front.
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vehicle, not just the first part.
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vehicles should not attempt to do their own pathfinding.
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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.
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"road" everywhere except in the tile type.
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variables.
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variables.h to strings.h
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changed usage, add a few and update the comments.
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Tick method in the Vehicle class.
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Get(Aircraft|RoadVeh|Ship|Train)Image.
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account of vehicle group (Matthias Wolf)
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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.
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it in UpdateVehicleTimetable.
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complaining compiler...
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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.
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easily modified.
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some less efficient loops.
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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')
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callbacks 11 and 17 for
road vehicles for those who prefer the technical explanation.
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road depot...
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a specific way on straight pieces of road.
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stop regardless whether they could actually "drive" on there.
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vice versa (spotted by Desolator)
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side of a depot.
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just behind another vehicle.
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road types on a single tile.
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with callback 36. This is set on construction for ships and roadvehicles, and whenever carriages are attached for trains.
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for all vehicle types.
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loaded into LoadUnloadVehicle instead of duplicating it for each vehicle.
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loading/unloading, but when arriving at the station.
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nicer/better maintainable code, i.e. virtual methods instead of switches.
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