Age | Commit message (Collapse) | Author |
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more descriptive label.
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replacment for the old 'none' setting in the newgame window.
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engines/wagons in the depot by default for NewGRFs
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tiles in the depot
-Fix [FS#4461]: don't count the number of vehicles but the length of vehicles to (configurably) limit train length
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tunnel length setting
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could be subverted by distant join
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useless; just don't use depot orders or timetabling if you don't want to use it
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vehicle view
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for uniform stations has been broken for over a year
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since the typechecking of string parameters
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sorting of rail types in the drop down list
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for rail types; e.g. introduce a particular rail type in 1960 (or when a vehicle using it is introduced), but also allow limiting its introduction to only happen when the required railtypes are available
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be introduced if a particular rail type is introduced, e.g. to make sure slow rail is introduced when fast rail gets introduced
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infrastructure" setting name/description didn't match the behaviour
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that can be cleared/terraformed by a company
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difficulty level was other than custom
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be more generic
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lost_vehicle_warning
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allowed to be executed while paused
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numbers
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spectators. Furthermore tighten the command execution/queueing limits a bit
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it fixes more glitches than it causes.
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runway/taxiway tiles. This makes the usual foundation-glitch a lot less likely to happen.
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sprites in default stations sprite layouts.
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leave a non-drive through road stop at once
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for ships and RVs (Hirundo)
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value for visual effect. This makes setting train prop 22 to 0 actually work (Hirundo)
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variables related to visual effects (Hirundo)
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configurable, why isn't the statusbar's location configurable?
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of dynlang
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savegames with NewGRFs
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format based on settings
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