Age | Commit message (Collapse) | Author |
|
incorrectly for overridden houses when loading a game.
|
|
|
|
|
|
names failed
|
|
|
|
|
|
|
|
generator would trigger a "savegame corrupt" exception
|
|
|
|
each town (michi_cc).
|
|
framework to store goals of a town
|
|
Incoming based on TownEffect, outgoing based on CargoType (based on patch by Terkhen)
|
|
amount of towns into a reusable struct.
|
|
savegames would crash with savegames from a patched stable (which didn't bump the savegame version)
|
|
used by small functions that compute there value on-the-fly when necessary
|
|
|
|
|
|
substitute type for a house and the NewGRF was removed during the game
|
|
-> OpenTTD spec mappings
|
|
checking savegames (empty for now).
|
|
without that newgrf available all houses became tall office blocks
|
|
|
|
|
|
_house_specs[]
|
|
|
|
town_type.h to separate files
|
|
|
|
savegames was broken
|
|
time, binary size and run time (with asserts disabled) should be improved
|
|
In the first phase, indexes are stored. In the second phase, indexes are checked for validity and converted to pointers
|
|
that we allow removing towns now, but better not have desync prone code lingering around)
|
|
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
|
|
pass/mail
|
|
|
|
|