Age | Commit message (Collapse) | Author |
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normally pick them anymore.
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at the origin station
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quite boring with -x -w
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improved loading) instead of calculating if for every cycle
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GoodsEntry::time_since_pickup.
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the pool and crash
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new pool items while loading old savegames
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convert the data on the map as well
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encoded as buoys
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waypoint name
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IsSavegameVersionBefore().
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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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depots, stations and vehicles (Krille)
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station struct and use it to rotate hangar tiles
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statemachine, store the layout number
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checking savegames (empty for now).
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seperate class
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the savegame
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if a header require a header make it include that header
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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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the function that handles the CargoPackets instead of spreading it around over the saveload files. Also add some code to validate whether the caches are valid; to be removed later when no problems turn up
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constructor of CargoPackets to the constructor call itself
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CargoLists so they cannot be written from outside the CargoList class (based on patch by fonsinchen)
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and headquarters anymore
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