Age | Commit message (Collapse) | Author |
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tile 0 after loading TTO/TTD savegame
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easily be calculated, it isn't used often and now changing extend_vehicle_life in game has some effect.
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missing NewGRFs; only happens when assertions are disabled and NewGRFs are missing.
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Company::IsValidHumanID(), don't use IsHumanCompany() where possible
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as bitmasks
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casts when converting Vehicle to specialised vehicle types. Includes safety check
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they can head for somewhere else instead of stumbling over a ghost.
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code style.
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warning
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for all vehicle types
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company-based settings, so in a multiplayer game everyone can change them.
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reached like break after returns or break after functions that never return (i.e. NOT_REACHED)
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source station is deleted
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struct so (some vehicle related) NewGRF cache 'desyncs' can be tested easier.
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from VehicleRail to Train
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time, binary size and run time (with asserts disabled) should be improved
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parameters
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improper SVXConverter conversions
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PoolItem::IsValidID() and PoolItem::Get()
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introduce shiny new IsPlainRailTile()
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the saveload pool; it makes writing replacements unnecessarily difficult. And now we've got SmallVector that does more than enough for saving with less lines of 'interface' code.
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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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PoolItem::IsValidID(index)
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PoolItem::GetPoolSize()
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0.3.5 and 0.3.6 caused crash
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CompanySettings struct
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printf-like functions
-Fix: wrong number of parameters or wrong parameter types sent to printf-like functions at several places
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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converted causing corrupt/invalid orders when loading pre 0.7 savegames.
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couldn't handle skipping strings on load yet?
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