Age | Commit message (Collapse) | Author |
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station view is closed even when the vehicle list is stickied. Other vehicle lists are not deleted when their 'opening' window gets closed so do the same with the station view.
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queried facility (or station/roadstop is invalid) instead of 0 (Yexo)
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default name for nearby station).
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Station::GetCatchmentRadius().
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signs) were modified in test mode.
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client so it is immediatelly clear which one you are working with.
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station is deleted, aircraft may go crazy (and crash the game)
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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RebuildXXXList/ResortXXXList+InvalidateWindowXXX with InvalidateWindowXXXData.
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something more than whitespace as description of files that don't have a description.
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WindowClass lookup
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depot_base.h and remove quite a lot of unneeded (before this) includes of depot.h.
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station_func.h.
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logical location.
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unneeded include from openttd.h.
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now attached to their object directly and there is
no limit to the amount of names.
-Fix: NewGRF engines could not be renamed.
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needed.
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useless includes.
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map.h).
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logical place and remove about 50% of the includes of 'functions.h'
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it is really needed.
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single file and do not include gfx.h everywhere to get a Point type.
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their respective places.
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'global' window related types, on that defined 'global' window functions and one that defines functions and types only used by *_gui.cpps.
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remaining to fit with the naming style
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remaining to fit with the naming style
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style
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templates. This gives up to 10% performance increase in games with lots of vehicles.
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was considered when distributing vehicles.
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(properly) use a road stop still tried to go to that road stop.
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still loading, changing the current order of the loading vehicle caused a crash. This could happen with removing docks and oil rigs.
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the pool cleanups, which could cause crashes as already removed pool items could then be dereferenced by other destructors.
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cleanups might cause memory leaks due to the way C++ works.
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so we do not have to duplicate code for each of the pool item classes and use it for the station and roadstop classes.
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for stations (in such a manner that they can be used for other pools too).
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accumulated feeder share (transfers) of individual pieces of cargo. This means that cargo isn't thrown on a big pile when it's put in a station or unloaded at a station, however the GUI does not reflect these changes yet so you will not actually see it.
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or removed if the station has no custom graphics.
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