Age | Commit message (Collapse) | Author |
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(always?)
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values.
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the command proc.
When finished, this will allow each command handler to take individually
different parameters, obliviating the need for bit-packing.
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templated command traits.
This is using a non-intrusive type-traits like templated system, which
allows compile-time validation that the command table and the command
enum match up.
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"stations_near" wasn't updated when founding a town near
a station. As this variable is not saved, any client joining
after the town is founded has a different value for
"stations_near", potentially causing desyncs.
As the intention of this if() statement was to skip an expensive
calculation when there are clearly no stations, better to move
that check inside the function, so other places also enjoy
the speedup.
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of a separate function
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it with new and delete
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we had
While at it, replace OTTD_ASSERT with WITH_ASSERT, as this
is always set if assert() is valid. No matter if NDEBUG is set
or not.
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check overflows
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comments) (#9203)
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* Fix: Missing or needed spaces
* Codechange: Remove space
* Codechange: Remove space
* Codechange: More missing spaces
* Codechange: Missing spaces
* Codechange: Remove space
* Codechange: Remove space
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they cannot build (#8535)" (#8541)
As per https://github.com/OpenTTD/OpenTTD/pull/8535#issuecomment-757122918,
jumped the gun here.
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(#8535)
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(#8507)
When a multi-tile house is rebuild, it always used the most northern
tile to build the new house. This can very easily lead to houses
wandering off in the north-ish direction (either NW or NE).
To prevent this, pick the tile closest to town center when rebuilding
on a multi-tile house. This still means a house can be build away
from a road, but it is no longer wandering around finding another
town to call home.
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Having 4 rails is a pretty common design, and towns now couldn't
bridge out of this common design.
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savegame version
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