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path: root/src/town_cmd.cpp
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2007-09-14(svn r11107) -Feature: some tool so one can still build tunnels under rails ↵rubidium
(and other structures) when the owner of the structure built it on foundations and if you have enough "empty" space ofcourse. One could use the tool for some other construction needs too. Patch by frosch.
2007-09-14(svn r11102) -Codechange: remove some pointless addition+substractions. ↵rubidium
Patch by frosch.
2007-09-12(svn r11091) -Codechange: Partial rewrite of the road management code of ↵belugas
towns, in order to make it more readable and with improved performance. (FS#1161 by skidd13)
2007-09-09(svn r11069) -Codechange: allow slopes under statues. Patch by kaan.rubidium
2007-09-09(svn r11065) -Documentation [FS#1186]: of the dirty marking/repainting ↵rubidium
subsystem. Patch by Progman.
2007-08-31(svn r11015) -Fix [FS#1166]: towns would build bridges through eachother.rubidium
2007-08-30(svn r11005) -Codechange: move the tiletype specific terraforming checks to ↵rubidium
the functions for those tile types. -Codechange: barren the rail grounds on terraforming.
2007-08-28(svn r10994) -Codechange: Change some function names to be more ↵belugas
representative and more fitting of trunk's naming convention (skidd13)
2007-08-27(svn r10993) -Codechange: A few less magical numbers (skidd13)belugas
2007-08-27(svn r10991) -Codechange: add documentation, enumification and some code ↵rubidium
simplifications to the terraforming code. Patch by frosch.
2007-08-05(svn r10799) -Fix: only calling QuickFree and not the destructor on pool ↵rubidium
cleanups might cause memory leaks due to the way C++ works.
2007-08-04(svn r10787) -Fix r10755: _total_towns was not increased when placing town ↵glx
manually in scenario editor
2007-08-03(svn r10773) -Codechange: use pool.CleanPool instead of CleanPool(&pool) and ↵rubidium
similarly for AddBlock*.
2007-08-02(svn r10759) -Codechange: make the industry struct use the pool item class ↵rubidium
as super class.
2007-08-02(svn r10755) -Codechange: make the town struct use the pool item class as ↵rubidium
super class.
2007-07-29(svn r10733) -Codechange: change MP_STREET into MP_ROAD as we use the word ↵rubidium
"road" everywhere except in the tile type.
2007-07-26(svn r10698) -Codechange [FS#1082]: simplify the code related to ↵rubidium
foundations. Primarily removal of (duplicated|magic) code and introduction of few helper functions to ease foundation determination. Patch by frosch.
2007-07-26(svn r10696) -Codechange: remove duplication of the "make sprite ↵rubidium
transparent" code.
2007-07-11(svn r10505) -Fix(r10249)[FS#1016]: Town was still trying to gather ↵belugas
information for tiles on which it could not build. aising the values to 2 will prevent further invasion of the water-at-the-edge :)
2007-07-11(svn r10504) -Codechange: Shorten the test if no track bit has been foundbelugas
2007-07-09(svn r10493) -Codechange: update some callback ID enums to reflect their ↵rubidium
changed usage, add a few and update the comments.
2007-07-03(svn r10413) -Fix r10211: t->townnamegrfid was not cleared when renaming a townglx
2007-06-27(svn r10364) -Fix [FS#706]: checking for duplicate custom names was ↵peter1138
inconsistent, and tested all 'namespaces'. now only check names of the same type.
2007-06-25(svn r10323) -Codechange: reference company name, number and player ↵peter1138
(president) name by index
2007-06-21(svn r10253) -Fix (r10249): putting the < the wrong way around made the new ↵rubidium
towns pretty small.
2007-06-21(svn r10249) -Fix [FS#906]: town tried to gather information about the ↵rubidium
neighbourhood of a tile when it couldn't even *ever* build on that tile.
2007-06-18(svn r10211) -Feature: [NewGRF] Add support for action 0Fglx
2007-06-18(svn r10205) -Codechange: refactor returning of cost, so it can be more ↵rubidium
easily modified.
2007-06-18(svn r10200) -Codechange: add "shortcut" for !CmdFailed (CmdSucceeded).rubidium
2007-06-18(svn r10197) -Codechange: replace int32 with CommandCost where appropriate.rubidium
2007-06-15(svn r10167) -Codechange: Change the flagging system of grf loaded feature ↵belugas
from a bitset to a bool evaluation. Like easier to read and faster to evaluate :)
2007-06-10(svn r10081) -Fix [FS851]: towns/AIs didn't build bridges anymore (boekabart).rubidium
2007-05-31(svn r10005) -Codechange: Merge two flags (2cc and newhouses) indicating ↵belugas
some newgrf features have been loaded, and introduce the newindustry one.
2007-05-24(svn r9914) -Codechange: prepare GTTS and the pathfinders to handle multiple ↵rubidium
road types on a single tile.
2007-05-20(svn r9892) -Codechange: lots of ground work for allowing multiple types of ↵rubidium
"road" with multiple owners on a single tile.
2007-05-19(svn r9876) -Codechange: [NewHouses] Add support for callback 2E (cargo ↵peter1138
production)
2007-05-19(svn r9873) -Codechange: Add missing second callback parameter for housespeter1138
2007-05-15(svn r9850) -Codechange: Introduction of the Override/Substitute manager. ↵belugas
Currently only used for newhouses. Basically, it is more a gathering of IDs from grf files and ingame data.
2007-05-13(svn r9830) -Fix(r9779) : Let the town expand and build new houses along the ↵belugas
roads of the users, even in case of "No Road" layout (skiddl13)
2007-05-10(svn r9823) -Feature: Add support for house property 1F - minimum life span.maedhros
2007-05-04(svn r9779) -Feature: Add the possiblity to choose different road patterns ↵belugas
for towns to use. Possible patterns are : No Road (not available in scenario editor) Original (for the nostalgics) Better Roads (same as original, but based on distance of 2 tiles instead of one) 2x2 grids 3x3 grids Patch by skiddl13
2007-05-01(svn r9762) -Feature: Two new difficulty settings : Very low number of towns ↵belugas
and very low number of industries Based on FS#289, by pitt2
2007-04-29(svn r9743) -Fix [FS#598]: Stop flooded towns from building roads on water.maedhros
2007-04-27(svn r9722) -Documentation: Document some functions of town_cmd.cpp. ↵belugas
Loosely based on work from TheJosh More to come.
2007-04-21(svn r9712) -Codechange: Implement accepted cargo types and cargo acceptance ↵peter1138
(there is a difference) callbacks for newhouses.
2007-04-18(svn r9672) -Cleanup: lots of coding style fixes around operands.rubidium
2007-04-18(svn r9667) -Feature: Add the concept of cities. A (configurable) proportion ↵maedhros
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.
2007-04-18(svn r9665) -Documentation: Doxygen corrections,errors, corrections of ↵belugas
corrections...
2007-04-12(svn r9614) -Feature: Use the normal growth rate values when the growth rate ↵maedhros
is set to none and "Fund new buildings" is used.
2007-04-12(svn r9613) -Feature: Make it possible to have some control over the town ↵maedhros
growth. The default rate is TTD's original rate, and to approximate OpenTTD's previous behaviour the rate should be set to "Fast" or "Very Fast". Town growth can be switched off entirely, and if so, buildings will not be rebuilt. It is also possible to specify a proportion of towns that grow twice as fast as the others.