Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-04-29 | Codechange: Remove TownLayoutByte type | Charles Pigott | |
2019-04-10 | Codechange: Use null pointer literal instead of the NULL macro | Henry Wilson | |
2019-04-02 | Fix #7440: Remove town sign when deleting town, not add it once more | Niels Martin Hansen | |
2019-03-26 | Cleanup: Remove unused size template parameters from SmallMap and ↵ | Henry Wilson | |
Auto[Free|Delete]SmallVector | |||
2019-03-26 | Codechange: Replace SmallVector::Clear() with std::vector::clear() | Henry Wilson | |
2019-03-12 | Codechange: Update town sign on population change only when population is ↵ | Gabda | |
shown (#7368) | |||
2019-03-09 | Codechange: Make a merged k-d tree index of all viewport signs | Niels Martin Hansen | |
2019-03-09 | Codechange: Make a k-d tree index of stations | Niels Martin Hansen | |
2019-03-09 | Codechange: Make a k-d tree index of towns | Niels Martin Hansen | |
2019-03-09 | Feature: Non-rectangular sparse station catchment area. | Peter Nelson | |
2019-03-04 | Add: Option for population-linear town cargo generation | Niels Martin Hansen | |
Introduce a new default algorithm for town cargo generation (passengers and mail), and a game setting to choose between the new and original algorithm. The original town cargo generation algorithm has the property of the generated amount relating to the square of each building's population, meaning large towns easily produce more cargo than can realistically be transported. The problem is excessive cargo is amplified if playing with cargodist. The new algorithm introduced instead has a linear relation to the population. The result is that smaller towns will produce slightly more cargo, while the largest towns will produce about a fourth of what they would with the original algorithm. Existing savegames will use the original algorithm, while new games will default to the new algorithm. | |||
2019-03-03 | Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ↵ | PeterN | |
ownership, not nearest town. (#7284) This only affects failed town generation, as towns do not delete bridges under any other circumstances. The existing test performed badly with a large number of towns due to having to calculate the nearest town, and also by its nature assumed a bridge was built by the nearest town, leading to bridges of nearby large towns be removed incorrectly. If we gain the ability to quickly retrieve the correct town (which is _not_ the nearest town) from the bridge, this change should be reviewed. | |||
2019-02-28 | Change: Allow towns to build bridges over rails and one-way roads. (#7291) | SamuXarick | |
2019-01-21 | Add: Houses can accept up to 16 different cargo types via NewGRF. | Niels Martin Hansen | |
New Action0 property 23 for feature 07, variable length, format B n*(B B). Initial byte is number of structures following. First byte in structure is cargo id, second is acceptance level in 1/8 units. | |||
2019-01-17 | Fix: Some code and comment typos | nikolas | |
Found with codespell | |||
2019-01-12 | Codechange: Define INVALID_TOWN as a TownID (#7044) | Joan Josep | |
2018-10-31 | Fix: Protect against a few out of bounds or uninitialised usage errors | Charles Pigott | |
2018-10-31 | Doc: Lots and lots of doxymentation fixes | Charles Pigott | |
2018-09-18 | Fix #6622: Fixes empty company name in news when gamescript constructs a town | Max Maton | |
2018-06-24 | Feature #6397: Keep town growth rate in sync with house count | Pavel Stupnikov | |
Takes some code and ideas from #6378 patch, but doesn't change anything GS-related. | |||
2018-05-21 | Change: Add CargoTypes type for cargo masks. (#6790) | PeterN | |
2018-05-02 | Change: Switch town growth rate and counter to actual game ticks (#6763) | Pavel Stupnikov | |
2018-04-28 | Feature #6610: Allow towns to build houses on road turns (#6758) | Pavel Stupnikov | |
2017-08-13 | (svn r27893) -Codechange: Use fallthrough attribute. (LordAro) | frosch | |
2017-01-22 | (svn r27739) -Cleanup/Revert (r12162): Clearing MP_HOUSE with DC_EXEC always ↵ | frosch | |
fails, so there is no effect in testing for houses first. (adf88) | |||
2015-10-30 | (svn r27423) -Fix: When towns expanded single-bit roadtiles using a ↵ | frosch | |
grid-layout, they used the layout position of the neighbouring tile. | |||
2015-10-30 | (svn r27420) -Fix [FS#6362]: GrowTownAtRoad sometimes returned false, even ↵ | frosch | |
when a house was built. (_dp_) | |||
2015-06-20 | (svn r27306) -Fix (r27305): Confused tiles. | frosch | |
2015-06-20 | (svn r27305) -Fix [FS#6320]: Account for road-bridges and ↵ | frosch | |
drive-through-stops in CanFollowRoad. | |||
2015-04-28 | (svn r27260) -Fix (r27244): economy.allow_town_roads should not affect town ↵ | frosch | |
placement during world generation. | |||
2015-04-27 | (svn r27259) -Fix (r27244): Incorrect merge. (_dp_) | frosch | |
2015-04-25 | (svn r27249) -Fix [FS#6240]: In some cases town growth failure was ↵ | frosch | |
considered as success. (_dp_) | |||
2015-04-25 | (svn r27248) -Fix [FS#6257]: Town labels on smallmap and zoomed-out ↵ | frosch | |
viewports were not centered. (_dp_) | |||
2015-04-25 | (svn r27247) -Cleanup: Make GrowTownAtRoad return a bool. | frosch | |
2015-04-25 | (svn r27244) -Change [FS#6245]: Do not consider road junctions with trivial ↵ | frosch | |
dead ends as branch points during town growth. (_dp_) | |||
2015-01-01 | (svn r27105) -Fix [FS#6195]: grow_counter was not properly bounded by ↵ | rubidium | |
growth_rate, but by some other value used to calculate growth_rate. | |||
2014-10-15 | (svn r27020) -Cleanup: some coding style consistency improvements (mostly ↵ | rubidium | |
spaces) | |||
2014-09-21 | (svn r26879) -Codechange: remove most MayHaveBridgeAbove calls since the ↵ | rubidium | |
data is now always accessible | |||
2014-04-25 | (svn r26509) -Codechange: replace strdup with stredup (the latter ensures ↵ | rubidium | |
the return is not NULL) | |||
2014-04-23 | (svn r26482) -Codechange: add an include that allows us to undefine/redefine ↵ | rubidium | |
"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values | |||
2014-02-16 | (svn r26346) -Fix [FS#5870]: Call Layouter::ReduceLineCache from ↵ | frosch | |
GenerateTownName in all cases. | |||
2014-02-16 | (svn r26345) -Cleanup (r26310): Spawning towns does not touch persistent ↵ | frosch | |
NewGRF storage. ClearPersistentStorageChanges is a dangerous/magic function which should not be called without reason. | |||
2014-02-06 | (svn r26313) -Codechange: use a set for finding unique town names instead of ↵ | rubidium | |
iterating all just created town names (MJP) | |||
2014-02-06 | (svn r26311) -Codechange: use a different method for finding whether there ↵ | rubidium | |
is a nearby town when the map has thousands of towns (MJP) | |||
2014-02-06 | (svn r26310) -Codechange: clean up some caches during town generation to ↵ | rubidium | |
keep memory usage significantly lower (MJP) | |||
2014-02-06 | (svn r26308) -Fix-ish: do not try to build more towns/industries than the ↵ | rubidium | |
pool can hold (MJP) | |||
2013-11-25 | (svn r26104) -Fix: do not attempt to do stuff with an invalid direction, ↵ | rubidium | |
especially using it as index into a table | |||
2013-11-22 | (svn r26051) -Fix: out of bounds access in CmdTownCargoGoal | rubidium | |
2013-11-12 | (svn r25968) -Add: [Script] ScriptTown::TOWN_GROWTH_NONE to indicate no town ↵ | frosch | |
growth via ScriptTown::SetGrowthRate and GetGrowthRate. | |||
2013-10-30 | (svn r25931) -Fix [FS#5786-ish]: [NoGo] Preserve the relative town growth ↵ | frosch | |
progress when changing the town growth rate. |