Age | Commit message (Collapse) | Author |
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cases where it worked were corner cases rather than the general case.
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improved loading) instead of calculating if for every cycle
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be shown at the same time (fonsinchen)
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appropriately on creation (peter1138)
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ispercent (peter1138)
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(peter1138)
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Eagle_rainbow)
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the company ranking.
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added scripts and random AIs.
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various sources (including Eagle_rainbow, MinchinWeb)
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GoodsEntry::time_since_pickup.
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company settings to the new company.
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has reached MAX_INFLATION.
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RebuildSubsidisedSourceAndDestinationCache() before subsidy savegame conversion is finished.
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game in single player.
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incorrectly for overridden houses when loading a game.
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into non-static members GetSpec(uint) and GetSpecCount().
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old. (Vikthor)
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loop. (monoid)
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saveload as it's not always written to when loading an AI which means it'd be taking the is random setting of another AI.
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current vehicle order.
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time you load a savegame, only when loading an old one
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messed up when buying a company with them
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lock-infrastructure costs. The other two tiles may be owned by other companies. Also do not count the middle tile of a lock as canal, independent of whether it is build on ground or river slope.
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properly on company takeover. And don't count buoys while loading a game either.
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to the GS. That way they are always shown in game and are not editable.
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doing invalid things which surprisingly do not break everything.
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the cargo count of the current quarter instead of the last quarter like the tooltip says
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StringControlCode enum since it's value is not allowed to change
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vehicle enters a new railtype.
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minimalize the work done where possible
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