Age | Commit message (Collapse) | Author |
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construction stages in spritelayouts with inconsistent number of sprites per spriteset.
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stations.
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of airports.
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certain cyclical tasks.
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(partly by planetmaker).
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into GetCustomStationRelocation() and only call it if actually needed.
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foundations.
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also to station groundsprites from action 1.
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existing station and a rail waypoint failed
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_current_company = OWNER_TOWN, and for OWNER_NONE-owned road.
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after overbuilding.
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before we actually try to do so
-Codechange: increase the limit of number of CargoPayments to match the limit of Vehicles (Rubidium)
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could be subverted by distant join
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for uniform stations has been broken for over a year
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when overbuilding stops of the opposite road type.
-Change: Build only the required road/tram bits when building stops with drag and drop.
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over trams.
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-Cleanup: Avoid conversions to Train and RoadVehicle that are no longer required.
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train names.
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well
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characters, not bytes
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cases
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railstation tiles, i.e. rail station tiles for which the NewGRF has prevented trains to be routed
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'simple foundations'-method did not draw any sprite for WSE-slopes when there are foundations on both neighboured tiles in the north. As there must be at least one sprite to provide the correct offset for the groundsprite draw the (empty) default foundation sprite in that case.
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UpdateStationWaiting
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defined tiles that relied on the substitute being drawn were broken
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non-station tiles
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doubly penalised when distributing cargo. Now the penalty is completely removed and the granularity/precision of the distribution in increased by using fractional cargo. This should make competing stations less "all-or-nothing".
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depots, stations and vehicles (Krille)
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DeleteAnimatedTile() into MakeWaterKeepingClass().
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some headers
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AirportTileSpec
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[GS]et[Statation|Object|Industry|House]AnimationFrame
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by own vehicles.
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