Age | Commit message (Collapse) | Author |
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industries to appear where they should not have
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spec appear_creation during random map creation.
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in the smallmap_gui. Not used yet.
-Move the check proc array, in order to make it more useful latter.
-Add basic newGRF stuff on the industry spec. Not used yet.
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both in game and in creation mode.
Not used yet.
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Thus, it cannot cut trees
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what an industry can do (plant fields, cut trees, do not change production), what can be done to it (disasters like mine subsidence, jet/chopper attack), when it can be built etc...
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handler and custom icon sprites
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landscape types.
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on their cargo counterpart, as well as specifying cargo slot.
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complete support for
the newhouses grf specs, so all newhouses grfs will be playable in the game.
Many thanks to everyone who contributed code and ideas, and all the testers
who found things we missed.
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as small aircraft.
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acceptance mixup.
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will be used to specify how the cargo behaves wrt towns, instead of relying on fixed cargo IDs.
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animation data into IndustryTileSpec array
Added a few documentation on remaining animation arrays (mostly ToyLand ones)
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entrances.
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is. The new industry messages do not need a series of tests. Only one property to use.
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velocities to from 8mph to 1km/h (peter1138), also give aircraft realsitic velocities (so that 1km/h is 1km/h independent of vehicle type) (peter1138). Introduce a flag to reduce aircraft speed in holding patterns to some realistic velocity. Use this flag for the city airport for the time being and make use of the different entry points for this airport type.
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newgrf gui
window. GRFs with an error have a warning symbol shown before the name.
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IndustryTileSPec, the alter ego of IndustrySpec.
It offers identification of the different industry tiles in a more distinct manner, as well as regrouping scattered pieces of data across the sources. More to come
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struct array (with accessor) and implement new initialization method using cargo labels.
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a duplicate
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thing, sorry for it)
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a few more
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robust and add roadstops.grf to the list of required grfs.
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work of mart3p.
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flags of RailVehInfo, as well as changing the code to reflect the fact that it was not a flag but rather a one value only variable. Doing so, some evaluations have been simplified.
-Codechange: Add and use RAILVEH_SINGLEHEAD when railveh_type is set to 0, which was implicit before.
-Cleanup: Remove some extraneous parenthesis.
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helicopter and remove some magic numbers related to the subtype.
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assert_compile(!(x == y)) does.. don't ask me why!
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-Regression (r8314): I only did half the necessary changes to move railtype from Engine to RailVehicleInfo. Now do the rest.
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Reduce the size of EngineInfo (from 28 to 24 bytes) by moving one of its attributes
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-Codechange: Move the railtype from EngineInfo to RailVehicleInfo, because having a railtype for non-rail vehicles isn't that useful
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include that
instead of using externs. Also move DrawPlayerIcon from graph_gui.cpp to
players.cpp.
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Factor common data tables and use a bit more sensible names
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include a file missed last time...
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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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stillunknown and pv2b.
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- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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