Age | Commit message (Collapse) | Author |
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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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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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