Age | Commit message (Collapse) | Author |
|
difficulty.industry_density.
|
|
deal with no longer existing Engine items after resetting the pool.
|
|
reconstruction.
|
|
|
|
replacment for the old 'none' setting in the newgame window.
|
|
|
|
tiles in the depot
-Fix [FS#4461]: don't count the number of vehicles but the length of vehicles to (configurably) limit train length
|
|
crashed in a tunnel entry, or with vehicles reversing there
|
|
are cleared afterwards during savegame conversion
|
|
a tunnel upon savegame load (SmatZ)
|
|
|
|
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.
|
|
|
|
gcache.last_speed/SetLastSpeed as well
|
|
make SetLastSpeed a function of GroundVehicle
|
|
|
|
more likely to be updated [n].
|
|
correctly and that it has correct z_pos when converting from older savegames
|
|
|
|
reinitialising some vehicle structures due to NewGRF changes
|
|
trains.
|
|
train names.
|
|
more likely to be updated [o-s].
|
|
saved in case threading is enabled, which is enabled by default
|
|
|
|
|
|
TTDPatch savegame in the past
|
|
savegame with vehicle multiplier bigger than 1
|
|
converted from TTDPatch savegames
|
|
convert the data on the map as well
|
|
|
|
conversion of old savegames
|
|
encoded as buoys
|
|
stored by TTDPatch, it is invalid for stations wider or higher than 7
|
|
waypoint name
|
|
to check for MSVC warnings
|
|
that can be cleared/terraformed by a company
|
|
|
|
size.
|
|
causing incorrect sprites to be displayed.
|
|
|
|
road vehicles and trains.
|
|
|
|
vehicle flags
|
|
|
|
allowed to be executed while paused
|
|
|
|
as well
|
|
reset their read location to be begin of the file. This is needed for trying to load savegames as a "buggy format"
|
|
properly set upon savegame conversion *if* the vehicle would be hidden, but isn't going to be hidden anymore after the conversion
|