Age | Commit message (Collapse) | Author |
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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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RoadOwner.
-Fix: Before evaluating RoadOwner, check if the roadtype is present.
-Fix: Some places assumed that MP_ROAD means normal street.
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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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tile-info-window.
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AddNewsMessage as there is (for each news message type) a tuple of 4 parameters that is the same for all calls.
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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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objects can be build, but check it directly in the pool so we do not have to call destructors in the testing phase. Stations still use the autoptr though.
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it, i.e. testing the low bits for 0xFF or 0 instead of all bits.
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stations.
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okay (or lines starting with a space and then tabs).
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operators.
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place to a single location.
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depot_base.h and remove quite a lot of unneeded (before this) includes of depot.h.
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towns.
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tile of multi-tile houses to decide if autoslope is allowed.
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compiler's decisions about inlining
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Patch by Roujin.
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prices enough
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examine stations
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bit of coding style
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instead of transparent
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town
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descriptive
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(especially because newgrf_station.h includes a lot of stuff).
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station_func.h.
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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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when compiling with assert disabled
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GetTileTrackStatus().
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there can be less checks in pathfinders for depots/stations/tunnels/bridges
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another town
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should be road (with 2x2, 3x3 grid town layouts)
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BuildTownHouse()
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build at given tile
-Fix: houses with zero probability could be built
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any buildings anyway
-Fix: allow building 2x2 building on slopes if not explicitly forbidden
-Fix: it was possible to build 2x1 and 1x2 buildings on slopes even if it was not allowed
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ownership of player owned tiles when growing.
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-Codechange: Remove some needless checks
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comments on town zones
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'newhouses' grf, or when loading a game with missing 'newhouses' grfs
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