Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Also fix another possible memory leak
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This allows GameScripts to shrink towns as well as grow them.
|
|
Multiplayer games has the server add some flags to the cmd value during the handling.
These flags should not be included in the verification, mask them out. Without this
masking out, scripts tend to die when executing their first command in multiplayer.
|
|
|
|
(#7715)
|
|
Can be found at town information > local authority window
Layout for button is same as Graph Keys
Turn on/off for every town individually
|
|
|
|
|
|
Null pointer dereference occurred when either origin_tile or dest_tile
were waypoint tiles.
|
|
< 2**16
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This can avoid out-of-memory situations due to single scripts using up the entire address space.
Instead, scripts that go above the maximum are killed.
The maximum is default 1 GB per script, but can be configured by a setting.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
AIs test station catchment in reverse to how players see station catchment.
This did not take account of non-rectangular station catchment areas, so AIs
could end up placing stations in locations that did not accept/deliver cargo.
|
|
|
|
|
|
|
|
|
|
|
|
iterating tiles. (#7429)
|
|
so use it. (#7427)
Previously the distance was thrown away, only to be expensively recalculated again.
|