Age | Commit message (Collapse) | Author |
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fails, so there is no effect in testing for houses first. (adf88)
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grid-layout, they used the layout position of the neighbouring tile.
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when a house was built. (_dp_)
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drive-through-stops in CanFollowRoad.
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placement during world generation.
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considered as success. (_dp_)
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viewports were not centered. (_dp_)
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dead ends as branch points during town growth. (_dp_)
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growth_rate, but by some other value used to calculate growth_rate.
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spaces)
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data is now always accessible
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the return is not NULL)
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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GenerateTownName in all cases.
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NewGRF storage. ClearPersistentStorageChanges is a dangerous/magic function which should not be called without reason.
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iterating all just created town names (MJP)
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is a nearby town when the map has thousands of towns (MJP)
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keep memory usage significantly lower (MJP)
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pool can hold (MJP)
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especially using it as index into a table
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growth via ScriptTown::SetGrowthRate and GetGrowthRate.
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progress when changing the town growth rate.
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not tied to funding a town.
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information for situations when we only want to know if a tile is flat or not (cirdan, LordAro)
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world gen to terminate and start the game
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rename towns
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need to be removed as OWNER_TOWN.
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Eagle_rainbow)
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various sources (including Eagle_rainbow, MinchinWeb)
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build roads under bridges along the bridge direction.
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(based on patch by Grantovich)
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NewsFlag instead.
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deduplicate code.
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station windows, if the station is affected by exclusive transport rights.
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construction/destruction of houses, resulting in desyncs.
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while placing a statue.
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callback.
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same as roads and rails
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