Age | Commit message (Collapse) | Author |
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(This was mostly achieved with a few in-place regexes)
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was removed instead of version object last appeared.
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MakeStringID() to access the structure of StringIDs.
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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Eagle_rainbow)
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RebuildSubsidisedSourceAndDestinationCache() before subsidy savegame conversion is finished.
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incorrectly for overridden houses when loading a game.
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names failed
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generator would trigger a "savegame corrupt" exception
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each town (michi_cc).
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framework to store goals of a town
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Incoming based on TownEffect, outgoing based on CargoType (based on patch by Terkhen)
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amount of towns into a reusable struct.
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savegames would crash with savegames from a patched stable (which didn't bump the savegame version)
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used by small functions that compute there value on-the-fly when necessary
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substitute type for a house and the NewGRF was removed during the game
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-> OpenTTD spec mappings
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checking savegames (empty for now).
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without that newgrf available all houses became tall office blocks
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_house_specs[]
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town_type.h to separate files
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savegames was broken
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time, binary size and run time (with asserts disabled) should be improved
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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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that we allow removing towns now, but better not have desync prone code lingering around)
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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
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pass/mail
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