Age | Commit message (Collapse) | Author |
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and simplify some things for the future
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in peace as NewGRF relict.
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timetable window. Based on work by PhilSophus.
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building/removing unmovables (new objects), building/removing rail-waypoints/buoys, interacting with town-authority, building foundations, funding primary industries (when not prospecting) and towns.
If a GRF does not set price multipliers for these new prices, but for the previously used ones, the old modifiers will be propagated to the new bases.
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and use 8 * cost_multiplier instead.
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TheJosh, GeekToo, Terkhen and others)
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raw-industry-construction of banks. They have never been raw industries.
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vehicles only apply to the GRF locally, if it defines engines of that type itself.
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remove some unused variables
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enum some more.
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the switch bar a tooltip and unify the naming of sprites.
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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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too big
-Codechange: replace some magic numbers related to palette animation with constants
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saving, only via the config file/in game console though
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-Fix (r7326): Powernaut Helicopter got wrong 'load amount'.
-Fix (r2639): Call the Evil by its name.
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comment
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company settings where done
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settings in the scenario editor. Also re-enable changing some difficulty settings (e.g. max loan) in the scenario editor.
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which were sometimes missing and sometimes just typos
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not in-game) console if show_date_in_console is set. For dedicated server binaries the default is 'on', for the rest it is 'off'.
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icc >= 11.0
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table/clear_land.h and change some names
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building (in the future buying) vehicles.
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CargoSpec::current_payment.
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to EngineInfo.
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relatives
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windows.
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table/pricebase.h.
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road vehicles; only ROAD isn't always enough. Also unify the way of writing it.
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codes and group them logically
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drawing stations
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instead of searching them everytime payment is made
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