Age | Commit message (Collapse) | Author |
|
|
|
the wrong place if multitile houses failed some tests
|
|
|
|
certain cyclical tasks.
|
|
|
|
|
|
|
|
object pool is full
|
|
could not be built
|
|
|
|
reconstruction.
|
|
more likely to be updates [d-m].
|
|
|
|
|
|
|
|
|
|
|
|
|
|
defined tiles that relied on the substitute being drawn were broken
|
|
|
|
inconsistently for towns and the bridge selection GUI.
|
|
layouts on all map sizes.
|
|
houses and serves no use for original houses.
|
|
random towns at the scenario editor.
|
|
|
|
some headers
|
|
house and industry tiles
|
|
of operator delete
|
|
and unify the relation objects have to towns
|
|
|
|
clearing tiles and such; ~Town still checks it though.
|
|
|
|
CMD_LANDSCAPE_CLEAR during testrun and DC_EXEC.
|
|
actually movable; e.g. HQ and owned land are pretty movable.
|
|
|
|
|
|
|
|
|
|
|
|
addition.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
missed :)
|
|
|
|
when using original or better town layout.
|
|
DEBUG() output. It was triggered on exceptions, especially when aborting world generation.
|