Age | Commit message (Collapse) | Author |
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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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that make clear where they differ in
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savegames if they could totally mess with the game's behaviour
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names failed
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chunk caused assert
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others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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and safe/load (Rubidium)
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coding style
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didn't work anymore
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messages when that's possible
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strings, again making it possible to return multiple errors
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error.h
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generator would trigger a "savegame corrupt" exception
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of a company.
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each town (michi_cc).
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parts some compilers failed at, are integrated in other parts of the code now too
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comments in the code. It was silly to name me like that to begin with ;) (based on patch by HackaLittleBit)
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