Age | Commit message (Collapse) | Author |
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production rates does not work (anymore), so allow changing the production multiplier instead.
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used by some vehicle somewhen (not considering date or such).
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map generation window (based on patch by CommanderZ).
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(Eddi|zuHause)
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(SirkoZ)
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hide old NewGRFs / to choose the newest when loading compatible NewGRFs
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disable them completely.
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while it should be a client setting
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window size; if you want it larger, you can always change/override it in the config file.
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newgrf_developer_tools setting
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break on AI string
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otherwise hidden features.
-Add: Console command 'reload_newgrfs'; only available when newgrf developer tools are enabled.
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and caused NewGRF trouble.
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when explicitly changing the number of AI opponents
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0% to 10%, default is 7%.
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freetype fonts as 6 point fonts are usually unreadable
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running game
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desyncs if they're changed in network games
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smallmap (reworked by Alberth).
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'A'/SHIFT-F4 not to work the first time. As rail types can now be anything the explicit options for the different railtypes have been removed, leaving the most used rail type and first/last available rail types.
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crashes
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changed in-game
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code plus some minor optimisations (Terkhen)
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profit in feeder chains. This to give the user a better chance to get a feeder system without "losses".
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from 0% to 10%, default is 3% as before (mostly by Terkhen)
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generator. Evolved from curve map idea from Zephyris.
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tile won't make a dent, 3 tiles might be a bit too much
-Feature-ish: make maximum pathfinder penalties for finding depots customisable, also increase it slightly to 20 tiles worth of penalties.
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-Feature: make penalty for road stop occupancy user configurable
-Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty
-Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it
-Change: improve the throughput of the drive through road stops by letting them stop closer together
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and simplify some things for the future
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timetable window. Based on work by PhilSophus.
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TheJosh, GeekToo, Terkhen and others)
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remove some unused variables
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games because it can be read by NewGRFs on game load and thus if it changes cause desyncs
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saving, only via the config file/in game console though
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company settings where done
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