Age | Commit message (Collapse) | Author |
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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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-Feature: make penalty for road stop occupancy user configurable
-Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty
-Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it
-Change: improve the throughput of the drive through road stops by letting them stop closer together
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timetable. Based on work by PhilSophus.
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TheJosh, GeekToo, Terkhen and others)
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error summary.
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before the details string.
Gentlemen, swap your string parameters.
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saving, only via the config file/in game console though
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which were sometimes missing and sometimes just typos
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crash logger a bit.
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and headquarters anymore
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all prices from that instead of storing all prices separately.
Note: Savegame conversion computes the inflation from max loan. Prices from modified savegames will get lost. TTO savegames will also behave slightly different.
-Change: NewGRF price modifiers now take effect everytime when loading NewGRFs instead of once on gamestart.
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(like done for video, music, sound, etc)
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belongs there
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subsidy's destination is in station's catchment area and cargo packets originate from subsidy's source
-Change [FS#1134]: subsidies aren't bound to stations after awarding anymore, they still apply to town or industry, no matter what station is used for loading and unloading. Awarded subsidies from older savegames are lost
-Change [NoAI]: due to these changes, AISubsidy::GetSource and AISubsidy::GetDestination now return STATION_INVALID for awarded subsidies
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make the help show how it works and how it doesn't work
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relatives
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all over the place when using the more advanced station types.
-Change: make (rail) waypoints sub classes of 'base stations', make buoys waypoints and unify code between them where possible.
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struct and make it more similar to Station.
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references
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warn when used inside function
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whatever has been actually unloaded and perform the payment when unloading has finished. This fixes, amongst others:
* cheating by starting to unload and after getting paid rushing to the depot to get sold (or unloading, loading and getting paid again for the remainder)
* cargo being dropped onto a station at the moment a stockpiling industry doesn't accept it anymore
* industries getting cargo that has not been unloaded yet and subsequently dumping it back on the station in one go
Note: you will now get paid after the unloading has finished, so you'll have to wait a bit longer for 'your' money.
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company-based settings, so in a multiplayer game everyone can change them.
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reached like break after returns or break after functions that never return (i.e. NOT_REACHED)
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time, binary size and run time (with asserts disabled) should be improved
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the saveload pool; it makes writing replacements unnecessarily difficult. And now we've got SmallVector that does more than enough for saving with less lines of 'interface' code.
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In the first phase, indexes are stored. In the second phase, indexes are checked for validity and converted to pointers
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PoolItem::IsValidID(index)
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printf-like functions
-Fix: wrong number of parameters or wrong parameter types sent to printf-like functions at several places
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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couldn't handle skipping strings on load yet?
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with user override.
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this ID' from 'some' strings and replace the string name with something more sensible.
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end, middle or far end of a platform from the point of view of the driver of the train that enters the station.
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if a loaded crash.sav causes a crash
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mapping on load if necessary.
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sources too
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generated in the generate world window to be customized.
Some warnings:
-the maximum number of towns to be accepted is set to 5000
-the minimum number of towns to be accepted is set to 1
-the number that is specified is NOT guaranteed to be the exact number of towns generated. The normal mechanism of town creation has not been modified. So town placement can still fail.
-setting a custom number of town will change your difficulty settings to custom as well
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the term 'compatible newgrf' again some sense and to not crash because of trivial changes.
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