Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-01-09 | Fix #8462: Don't check whether to grow a town road on water (#8471) | SamuXarick | |
2021-01-09 | Revert 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. | |||
2021-01-09 | Fix #8506: Towns shouldn't add junctions to NewGRF roads they cannot build ↵ | Tyler Trahan | |
(#8535) | |||
2021-01-08 | Fix 7bdfb38: Drive-thru road stations can be connected at either end (#8528) | Tyler Trahan | |
2021-01-08 | Add: Towns can build tunnels (#8473) | Tyler Trahan | |
2021-01-08 | Codechange: Remove min/max functions in favour of STL variants (#8502) | Charles Pigott | |
2021-01-07 | Fix #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. | |||
2021-01-06 | Change: 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. | |||
2021-01-06 | Feature: Make maximum length of town bridges depend on population. | Didac Perez Parera | |
2020-12-27 | Codechange: Replace assert_compile macro with static_assert | Charles Pigott | |
2020-12-25 | Change: Towns don't build dead-end road bridges (#8401) | Tyler Trahan | |
2020-06-28 | Change #8159: Remove now unused town cargo caches without bumping the ↵ | dP | |
savegame version | |||
2020-06-01 | Codechange: remove has_newhouses global | Yexo | |
2020-05-21 | Codechange: Use std::string for most of the user-settable custom names. | Michael Lutz | |
2020-05-18 | Fix: Desync after house replacement | dP | |
2020-05-13 | Fix #8137: New clients can't join (desync) after funding an industry | dP | |
2020-05-13 | Codechange: Refactor FindStationsAroundTiles to avoid code duplication | dP | |
2020-01-12 | Codechange: Cache resolved town, station and industry name strings | Jonathan G Rennison | |
2020-01-12 | Change: Only resort town directory window on population change if necessary | Jonathan G Rennison | |
2020-01-05 | Fix #7899, 196d5868: don't trigger filter changes more than expected | glx | |
2020-01-04 | Feature: Script API to change town rating of companies | Niels Martin Hansen | |
2019-12-21 | Codechange: Replace FOR_ALL_TOWNS with range-based for loops | glx | |
2019-12-21 | Codechange: Replace FOR_ALL_OBJECTS with range-based for loops | glx | |
2019-12-21 | Codechange: Replace FOR_ALL_INDUSTRIES with range-based for loops | glx | |
2019-12-21 | Codechange: Replace FOR_ALL_DEPOTS with range-based for loops | glx | |
2019-12-21 | Codechange: Replace station related FOR_ALL with range-based for loops | glx | |
2019-12-21 | Codechange: Replace FOR_ALL_COMPANIES with range-based for loops | glx | |
2019-12-01 | Fix #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. | |||
2019-11-20 | Revert #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. | |||
2019-11-18 | Fix: typo in town growth rates (#7837) | Yourself | |
2019-11-10 | Cleanup: Removed SVN headers | S. D. Cloudt | |
2019-08-17 | Add #6887: Option to show zone inside local authority boundary of towns | Gabda | |
Can be found at town information > local authority window Layout for button is same as Graph Keys Turn on/off for every town individually | |||
2019-05-01 | Feature: Add NotRoadTypes (NRT) | peter1138 | |
2019-04-29 | Codechange: Remove Company/OwnerByte types | Charles Pigott | |
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 | |