Age | Commit message (Collapse) | Author |
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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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hopefully for good this time.
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removing an order at the wrong moment
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is sent to a depot.
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and into landscape.h, and add a few where they didn't exist.
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strings so it can be
translated properly and remove "buildable", since it isn't actually a word.
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landscape types.
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vehicle crash, and when loading aircraft.
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stop in bus or truck stops.
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check if they are in use
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coding style (and rest of the code).
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0xFF bit 10,
which is set when a vehicle was built during the exclusive testing phase.
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be used for more than just the gradual loading status.
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Change the signature of GetNewVehiclePos():
-void GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp);
+GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v);
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Replace SetSpeedLimitOnBridge() by something simpler
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directions (mart3p).
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work of mart3p.
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removal of some (by now) redundant comments.
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refactor RoadStop::AllocateBay to remove a loop condition. Suggestions by Tron.
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we are shifting the bitmask.
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road vehicles with enums. Original patch by mart3p.
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proper types instead of byte, uint etc., give variables more descriptive names and add some comments.
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functions.
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autoreplace window
-The user will notice the following changes:
All vehicle types behaves in the same way
Adding/removing an engine (new design and so on) can no longer result in the window selecting a new engine
All valid replacements will be displayed since it looks at refitting options as well (this solves the missing ships with the newships GRF)
Since you can't replace an engine into itself, the engine selected in the left list will no longer appear in the right list
-The code changes:
Instead of looping all engines all the time, each list generates a list like the build windows
This ensures consistent list generation since only one function can loop all engines
Unified code for all vehicle types
It now use the lists to call the drawing code in the build vehicle window
Works on selected EngineIDs instead of selected index in the list
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