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path: root/src/town_cmd.cpp
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2021-02-05Codechange: Apply coding style (#8640)SamuXarick
* Fix: Missing or needed spaces * Codechange: Remove space * Codechange: Remove space * Codechange: More missing spaces * Codechange: Missing spaces * Codechange: Remove space * Codechange: Remove space
2021-01-31Fix: don't walk out of the map when trying to build tunnels (#8600)Tyler Trahan
2021-01-09Fix #8462: Don't check whether to grow a town road on water (#8471)SamuXarick
2021-01-09Revert 78f92130: "Fix #8506: Towns shouldn't add junctions to NewGRF roads ↵Patric Stout
they cannot build (#8535)" (#8541) As per https://github.com/OpenTTD/OpenTTD/pull/8535#issuecomment-757122918, jumped the gun here.
2021-01-09Fix #8506: Towns shouldn't add junctions to NewGRF roads they cannot build ↵Tyler Trahan
(#8535)
2021-01-08Fix 7bdfb38: Drive-thru road stations can be connected at either end (#8528)Tyler Trahan
2021-01-08Add: Towns can build tunnels (#8473)Tyler Trahan
2021-01-08Codechange: Remove min/max functions in favour of STL variants (#8502)Charles Pigott
2021-01-07Fix #7604: prevent houses to wander too far from town center when rebuilding ↵Patric Stout
(#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.
2021-01-06Change: towns can now bridge 4 rails (up from 3)Patric Stout
Having 4 rails is a pretty common design, and towns now couldn't bridge out of this common design.
2021-01-06Feature: Make maximum length of town bridges depend on population.Didac Perez Parera
2020-12-27Codechange: Replace assert_compile macro with static_assertCharles Pigott
2020-12-25Change: Towns don't build dead-end road bridges (#8401)Tyler Trahan
2020-06-28Change #8159: Remove now unused town cargo caches without bumping the ↵dP
savegame version
2020-06-01Codechange: remove has_newhouses globalYexo
2020-05-21Codechange: Use std::string for most of the user-settable custom names.Michael Lutz
2020-05-18Fix: Desync after house replacementdP
2020-05-13Fix #8137: New clients can't join (desync) after funding an industrydP
2020-05-13Codechange: Refactor FindStationsAroundTiles to avoid code duplicationdP
2020-01-12Codechange: Cache resolved town, station and industry name stringsJonathan G Rennison
2020-01-12Change: Only resort town directory window on population change if necessaryJonathan G Rennison
2020-01-05Fix #7899, 196d5868: don't trigger filter changes more than expectedglx
2020-01-04Feature: Script API to change town rating of companiesNiels Martin Hansen
2019-12-21Codechange: Replace FOR_ALL_TOWNS with range-based for loopsglx
2019-12-21Codechange: Replace FOR_ALL_OBJECTS with range-based for loopsglx
2019-12-21Codechange: Replace FOR_ALL_INDUSTRIES with range-based for loopsglx
2019-12-21Codechange: Replace FOR_ALL_DEPOTS with range-based for loopsglx
2019-12-21Codechange: Replace station related FOR_ALL with range-based for loopsglx
2019-12-21Codechange: Replace FOR_ALL_COMPANIES with range-based for loopsglx
2019-12-01Fix #7847: Use ViewportSign coordinates for sign Kdtree coordinates (#7849)Niels Martin Hansen
Ensure the same coordinates are used for station/town/player signs regardless of how the landscape changes below it after the coordinates were first determined. By keeping track of whether each ViewportSign is valid for Kdtree use (and only ever registering the viewport sign when the object is valid) a lot of code can be simplified and become more robust at the same time.
2019-11-20Revert #7837, 7e22f243e: OpenTTD tries to replicate the original game mechanics.frosch
Making numbers look nice and correlate is no goal, and in this case they actually did not correlate.
2019-11-18Fix: typo in town growth rates (#7837)Yourself
2019-11-10Cleanup: Removed SVN headersS. D. Cloudt
2019-08-17Add #6887: Option to show zone inside local authority boundary of townsGabda
Can be found at town information > local authority window Layout for button is same as Graph Keys Turn on/off for every town individually
2019-05-01Feature: Add NotRoadTypes (NRT)peter1138
2019-04-29Codechange: Remove Company/OwnerByte typesCharles Pigott
2019-04-29Codechange: Remove TownLayoutByte typeCharles Pigott
2019-04-10Codechange: Use null pointer literal instead of the NULL macroHenry Wilson
2019-04-02Fix #7440: Remove town sign when deleting town, not add it once moreNiels Martin Hansen
2019-03-26Cleanup: Remove unused size template parameters from SmallMap and ↵Henry Wilson
Auto[Free|Delete]SmallVector
2019-03-26Codechange: Replace SmallVector::Clear() with std::vector::clear()Henry Wilson
2019-03-12Codechange: Update town sign on population change only when population is ↵Gabda
shown (#7368)
2019-03-09Codechange: Make a merged k-d tree index of all viewport signsNiels Martin Hansen
2019-03-09Codechange: Make a k-d tree index of stationsNiels Martin Hansen
2019-03-09Codechange: Make a k-d tree index of townsNiels Martin Hansen
2019-03-09Feature: Non-rectangular sparse station catchment area.Peter Nelson
2019-03-04Add: Option for population-linear town cargo generationNiels 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.
2019-03-03Fix #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.
2019-02-28Change: Allow towns to build bridges over rails and one-way roads. (#7291)SamuXarick
2019-01-21Add: 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.