Age | Commit message (Collapse) | Author |
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beginning of a line, please
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random towns in scenario editor returns a failing message.
Fix by therken
Doxygen comments by me
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waypoint_func.h
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codes and group them logically
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UpdateAll[Type]VirtCoords.
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of ViewportSign
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clean construct for invalidating nearest town for road tiles
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to deal with sizeof() wrt. typedef-ed arrays.
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instances to more meaningful names.
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and change its behaviour accordingly
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Town::GetRandom() and Industry::GetRandom()
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_house_specs[]
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town_type.h to separate files
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and change its behaviour accordingly
-Codechange: remove dummy GetAcceptedCargo_*() handlers
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code style.
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vehicles/stations/industries are deleted.
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GetActiveCompanyCount(), use PoolItem::GetNumItems() instead
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time, binary size and run time (with asserts disabled) should be improved
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PoolItem::IsValidID() and PoolItem::Get()
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that we allow removing towns now, but better not have desync prone code lingering around)
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PoolItem::IsValidID(index)
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array (Yexo)
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for testing town rating
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transport 1 unit to the station.
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to build towns near water by not discarding watery random tiles but by searching for near land (db48x)
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this ID' from 'some' strings and replace the string name with something more sensible.
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are done
-Change: the requirements for location of 'random' town are now a bit less strict
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number of towns, there were too many cities
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sources too
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generated in the generate world window to be customized.
Some warnings:
-the maximum number of towns to be accepted is set to 5000
-the minimum number of towns to be accepted is set to 1
-the number that is specified is NOT guaranteed to be the exact number of towns generated. The normal mechanism of town creation has not been modified. So town placement can still fail.
-setting a custom number of town will change your difficulty settings to custom as well
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contain a suitable location for a town.
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when querying the cost of a command.
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