Age | Commit message (Collapse) | Author |
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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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tile won't make a dent, 3 tiles might be a bit too much
-Feature-ish: make maximum pathfinder penalties for finding depots customisable, also increase it slightly to 20 tiles worth of penalties.
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first in the hash linked list is basically the last of the vehicles to leave the depot then due to the 'jam prevention' code all vehicles would fairly quickly increase the blocked counter and drive off all simultaniously
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through station tile didn't have a compatible road type
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