Age | Commit message (Collapse) | Author |
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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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with user override.
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this ID' from 'some' strings and replace the string name with something more sensible.
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end, middle or far end of a platform from the point of view of the driver of the train that enters the station.
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if a loaded crash.sav causes a crash
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mapping on load if necessary.
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-Fix (r1307): missing comma in _name_original_english_4
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sources too
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generated in the generate world window to be customized.
Some warnings:
-the maximum number of towns to be accepted is set to 5000
-the minimum number of towns to be accepted is set to 1
-the number that is specified is NOT guaranteed to be the exact number of towns generated. The normal mechanism of town creation has not been modified. So town placement can still fail.
-setting a custom number of town will change your difficulty settings to custom as well
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