Age | Commit message (Collapse) | Author |
|
With the new SLEG_STRUCT it is much easier to embed a struct
in a struct, where the sub-struct has limitations on when it is
being used.
This makes both the code easier to read (less magic) and avoids
the SaveLoad needing to know all these things about Stations
and Vehicles.
|
|
You can easily mistake SlList / SL_LST to be a list of SL_VAR, but
it is a list of SL_REF. With this rename, it hopefully saves a few
people from "wtf?" moments.
|
|
Co-Authored-By: Patric Stout <truebrain@openttd.org>
|
|
Basically, this changes "SaveLoad *" to either:
1) "SaveLoadTable" if a list of SaveLoads was meant
2) "SaveLoad &" if a single entry was meant
As added bonus, this removes SL_END / SLE_END / SLEG_END. This
also adds core/span.hpp, a "std::span"-lite.
|
|
leading to desyncs. (#8591)
|
|
bounds (#8540)
|
|
a mutable type in render methods
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
movement glitch.
|
|
|
|
(This was mostly achieved with a few in-place regexes)
|
|
was removed instead of version object last appeared.
|
|
The original translation functionality hasn't been used since 2007.
|
|
turning.
|
|
|
|
The value is either unused or always the same as this->direction.
|
|
|
|
|
|
to group vehicle list (mtm, JGR)
|
|
|
|
VehicleSpriteSeq.
|
|
aircraft in r26866; make the ascend and descend if needed to cross high mountains (based on patch by ic111)
|
|
to the ground or too far away (based on patch by ic111)
|
|
|
|
Vehicle class
|
|
disaster vehicles was not correct in saveload description
|
|
"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
|
|
when they are not supposed to, and truncate cargo appropiately if they are allowed to.
|
|
|
|
cases where it worked were corner cases rather than the general case.
|
|
improved loading) instead of calculating if for every cycle
|
|
appropriately on creation (peter1138)
|
|
ispercent (peter1138)
|
|
(peter1138)
|
|
current vehicle order.
|
|
vehicle enters a new railtype.
|
|
minimalize the work done where possible
|
|
|
|
|
|
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.
|
|
|
|
changes to reduce casting
|
|
draw different sprites on the map and in various GUIs.
|