Age | Commit message (Collapse) | Author |
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depottests. (adf88)
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vehicles when converting savegames.
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were swapped
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as no real order influencing path finding is added
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finished before starting a new one. Otherwise you could start a save, which would be marked as done by the previous save stopping and then yet another save could be started... and that could create a deadlock
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pointer might not be converted or be NULL at that point
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orderlist
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the game
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to an invalid savegame, use SlErrorCorrupt instead
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requesting the map
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reconnecting while the server is still saving the savegame
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maximum train length to the length of the longest train
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"front engine" conversion was done for road vehicles, so road vehicles didn't have orders anymore
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the pool and crash
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non primary vehicles (wagons and such) could have unitnumbers or even orders. However, these orders would not be updated when a station is removed. As such some savegames have wagons with current orders to invalid stations which triggers trouble in the load conversion. So, trash any orders/unitnumbers a non-primary vehicle has.
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copying, sharing, unsharing or deleting all orders.
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CargoPacket before actually trying to do so
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new pool items while loading old savegames
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difficulty.industry_density.
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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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