Age | Commit message (Collapse) | Author |
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various sources (including Eagle_rainbow, MinchinWeb)
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old. (Vikthor)
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current vehicle order.
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time you load a savegame, only when loading an old one
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to the GS. That way they are always shown in game and are not editable.
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doing invalid things which surprisingly do not break everything.
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the cargo count of the current quarter instead of the last quarter like the tooltip says
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StringControlCode enum since it's value is not allowed to change
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others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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and safe/load (Rubidium)
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didn't work anymore
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messages when that's possible
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error.h
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comments in the code. It was silly to name me like that to begin with ;) (based on patch by HackaLittleBit)
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depend on the vehicle length instead of being fixed at 4/8th of the original vehicle length to make sure shortened vehicles don't block tiles they shouldn't block.
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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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