Age | Commit message (Collapse) | Author |
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therefore it does not belong in _gui.
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'CheckIfAuthorityAllowsNewStation' and unduplicate a tiny bit of code.
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depots, industries, towns and waypoints
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constants and use the proper type for a few variables.
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client so it is immediatelly clear which one you are working with.
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named typedefs and replace a few magic numbers.
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is queried for.
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really year, not date
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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The number of airports is now controlled by the noise each of them generates, the distance from town's center and how tolerant the town is.
Initial concept : TTDPatch (moreairpots), Initial code : Pasky
Thanks to BigBB (help coding), Smatz Skidd13 and frosch for bugcatches and advices
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something more than whitespace as description of files that don't have a description.
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quicker; from 13% to unnoticable in the profile in games with lots of towns and lots of very active AIs.
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so it uses less memory.
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towns.
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bit of coding style
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town
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descriptive
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computed right. A few other things regaring the updating had to be changed. Big thanks for support to frosch123 and SmatZ, to name just a few. (Inspired by a patch of bilbo)
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comments on town zones
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cargo it could happen that the strings are defined by one cargo and the 'action2' by another and when one assumes that both come from the same NewGRF... So store the GRF ID with the strings. To be extra sure add the same protection mechanism to industries and towns too.
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unneeded include from openttd.h.
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now attached to their object directly and there is
no limit to the amount of names.
-Fix: NewGRF engines could not be renamed.
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command can be executed.
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vehicle color mapping so the vehicles use the new owner color
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logical place and remove about 50% of the includes of 'functions.h'
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it is really needed.
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station and other signs when you haven't converted the map to the 'current' format as that means you are going to read data in the 'old' format when you assume that it is in the 'current' format.
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templates. This gives up to 10% performance increase in games with lots of vehicles.
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cleanups might cause memory leaks due to the way C++ works.
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super class.
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of towns can
start off larger, and will grow twice as quickly as other towns. They can also
be placed specifically in the scenario editor. Thanks to TheJosh for the
initial patch and the idea.
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corrections...
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