Age | Commit message (Collapse) | Author |
|
and headquarters anymore
|
|
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.
|
|
(like done for video, music, sound, etc)
|
|
|
|
|
|
belongs there
|
|
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
|
|
make the help show how it works and how it doesn't work
|
|
relatives
|
|
|
|
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.
|
|
struct and make it more similar to Station.
|
|
references
|
|
warn when used inside function
|
|
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.
|
|
|
|
company-based settings, so in a multiplayer game everyone can change them.
|
|
reached like break after returns or break after functions that never return (i.e. NOT_REACHED)
|
|
time, binary size and run time (with asserts disabled) should be improved
|
|
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.
|
|
In the first phase, indexes are stored. In the second phase, indexes are checked for validity and converted to pointers
|
|
|
|
|
|
|
|
PoolItem::IsValidID(index)
|
|
|
|
printf-like functions
-Fix: wrong number of parameters or wrong parameter types sent to printf-like functions at several places
|
|
-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
|
|
couldn't handle skipping strings on load yet?
|
|
with user override.
|
|
this ID' from 'some' strings and replace the string name with something more sensible.
|
|
end, middle or far end of a platform from the point of view of the driver of the train that enters the station.
|
|
if a loaded crash.sav causes a crash
|
|
mapping on load if necessary.
|
|
sources too
|
|
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
|
|
the term 'compatible newgrf' again some sense and to not crash because of trivial changes.
|
|
|
|
that are in .tar files
|
|
it possible to remove someone's tram tracks.
-Feature: allow building road stops on road/tram tracks of competitors.
|
|
appropriate headers.
|
|
color and colour.
|
|
except where it's used for backward compatability.
|
|
index, report the problem (invalid index) rather than an impossible symptom (too many items), and report it in game instead of causing a crash.
|
|
road networks
-Fix: use a flag instead of TL_NO_ROADS to forbid towns to build roads. The flag is ignored during world generation, so there won't be 'ghost' towns anymore
-Feature: town layout is now stored per town, so it is possible to (manually) set different layout for each town
|
|
|
|
object, in order to keep the Unmovable type free of any irrelevant data
|
|
-Document: the fact that zlib reads uninitialised data (valgrind notices this) and that it won't be fixed in zlib and that we can't do anything about it except ignoring it.
|
|
|
|
generalisation.
|