Age | Commit message (Collapse) | Author |
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cases like creating a new scenario.
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finished before starting a new one. Otherwise you could start a save, which would be marked as done by the previous save stopping and then yet another save could be started... and that could create a deadlock
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pointer might not be converted or be NULL at that point
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reconnecting while the server is still saving the savegame
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new pool items while loading old savegames
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reconstruction.
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replacment for the old 'none' setting in the newgame window.
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tiles in the depot
-Fix [FS#4461]: don't count the number of vehicles but the length of vehicles to (configurably) limit train length
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and cur_real_order_index to keep track of the current real order in an unambiguous way.
-Fix [FS#4440]: Automatic orders behave now stable wrt. service orders and are not added or removed depending on the need of servicing.
-Fix: Various other issues with automatic orders, e.g. vehicles getting stuck with "no orders" when there are automatic orders at the end of the order list.
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trains.
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saved in case threading is enabled, which is enabled by default
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to check for MSVC warnings
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that can be cleared/terraformed by a company
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allowed to be executed while paused
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as well
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reset their read location to be begin of the file. This is needed for trying to load savegames as a "buggy format"
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place, and move an include to the right place
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into a class
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like filters
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like filters
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of using a global variable
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IsSavegameVersionBefore().
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IsSavegameVersionBefore().
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leave a non-drive through road stop at once
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savegame size by 10 to 30% with slightly more CPU usage. With maximum settings it reduces savegame size by 20 to 30%, but that takes 7 to 14 times longer. Map saving + downloading takes, on average, 5% less.
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savegame. (planetmaker)
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doubly penalised when distributing cargo. Now the penalty is completely removed and the granularity/precision of the distribution in increased by using fractional cargo. This should make competing stations less "all-or-nothing".
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