Age | Commit message (Collapse) | Author |
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of a separate function
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it with new and delete
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we had
While at it, replace OTTD_ASSERT with WITH_ASSERT, as this
is always set if assert() is valid. No matter if NDEBUG is set
or not.
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check overflows
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comments) (#9203)
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* Fix: Missing or needed spaces
* Codechange: Remove space
* Codechange: Remove space
* Codechange: More missing spaces
* Codechange: Missing spaces
* Codechange: Remove space
* Codechange: Remove space
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they cannot build (#8535)" (#8541)
As per https://github.com/OpenTTD/OpenTTD/pull/8535#issuecomment-757122918,
jumped the gun here.
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(#8535)
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(#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.
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Having 4 rails is a pretty common design, and towns now couldn't
bridge out of this common design.
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savegame version
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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.
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Making numbers look nice and correlate is no goal, and in this case they actually did not correlate.
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Can be found at town information > local authority window
Layout for button is same as Graph Keys
Turn on/off for every town individually
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