Age | Commit message (Collapse) | Author |
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deal with no longer existing Engine items after resetting the pool.
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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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crashed in a tunnel entry, or with vehicles reversing there
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are cleared afterwards during savegame conversion
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a tunnel upon savegame load (SmatZ)
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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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gcache.last_speed/SetLastSpeed as well
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make SetLastSpeed a function of GroundVehicle
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more likely to be updated [n].
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correctly and that it has correct z_pos when converting from older savegames
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reinitialising some vehicle structures due to NewGRF changes
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trains.
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train names.
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more likely to be updated [o-s].
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saved in case threading is enabled, which is enabled by default
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TTDPatch savegame in the past
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savegame with vehicle multiplier bigger than 1
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converted from TTDPatch savegames
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convert the data on the map as well
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conversion of old savegames
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encoded as buoys
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stored by TTDPatch, it is invalid for stations wider or higher than 7
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waypoint name
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to check for MSVC warnings
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that can be cleared/terraformed by a company
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size.
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causing incorrect sprites to be displayed.
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road vehicles and trains.
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vehicle flags
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allowed to be executed while paused
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as well
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reset their read location to be begin of the file. This is needed for trying to load savegames as a "buggy format"
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properly set upon savegame conversion *if* the vehicle would be hidden, but isn't going to be hidden anymore after the conversion
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