Age | Commit message (Collapse) | Author |
|
station should get goods was not done properly.
|
|
vehicles have only dropped cargo of that particular type.
|
|
as it assumed a lower maximum catchment area than the real maximum catchment area. Based on a patch by PhilSophus.
|
|
the functions for those tile types.
-Codechange: barren the rail grounds on terraforming.
|
|
|
|
cargo too.
|
|
(properly) use a road stop still tried to go to that road stop.
|
|
directly instead of using the wrapper functions.
|
|
so we do not have to duplicate code for each of the pool item classes and use it for the station and roadstop classes.
|
|
for stations (in such a manner that they can be used for other pools too).
|
|
"road" everywhere except in the tile type.
|
|
foundations. Primarily removal of (duplicated|magic) code and introduction of few helper functions to ease foundation determination. Patch by frosch.
|
|
transparent" code.
|
|
on the graphics index to be drawn on the given tile, but do it based on the specification of the location of hangars of the airport.
|
|
locations of the source code.
|
|
-better describes what it does
-was inconsistent with CCountedPtr<>::Release()
|
|
hardcoding station types by graphics IDs.
|
|
station's waiting queue and a hard limit of 32768 so (malicious) people cannot cause a "denial of service" attack by filling cargo lists.
|
|
inconsistent, and tested all 'namespaces'. now only check names of the same type.
|
|
|
|
stations before one had to rename them.
|
|
instead of only the cargos that have been transported.
|
|
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.
|
|
overflowing them should become a little harder.
|
|
easily modified.
|
|
|
|
|
|
over it.
|
|
callbacks 11 and 17 for
road vehicles for those who prefer the technical explanation.
|
|
or removed if the station has no custom graphics.
|
|
stops.
|
|
roads wasn't properly reset when the road stop was removed.
|
|
over a road/tram
|
|
track (and vice-versa)
-Fix: you could build a drive-through station over a sloped road/tram track
|
|
you own the tram bits and the town owns the road.
|
|
|
|
road types on a single tile.
|
|
|
|
stations by holding down control. Based on a patch by Wolf01.
|
|
|
|
something different than plain roads.
|
|
"road" with multiple owners on a single tile.
|
|
|
|
|
|
processing power anymore when having a lot of trains.
|
|
|
|
|
|
corrections...
|
|
|
|
flag in NewGRF loader.
|