Age | Commit message (Collapse) | Author |
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computed right. A few other things regaring the updating had to be changed. Big thanks for support to frosch123 and SmatZ, to name just a few. (Inspired by a patch of bilbo)
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when compiling with assert disabled
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GetTileTrackStatus().
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there can be less checks in pathfinders for depots/stations/tunnels/bridges
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another town
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should be road (with 2x2, 3x3 grid town layouts)
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BuildTownHouse()
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build at given tile
-Fix: houses with zero probability could be built
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any buildings anyway
-Fix: allow building 2x2 building on slopes if not explicitly forbidden
-Fix: it was possible to build 2x1 and 1x2 buildings on slopes even if it was not allowed
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ownership of player owned tiles when growing.
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-Codechange: Remove some needless checks
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comments on town zones
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'newhouses' grf, or when loading a game with missing 'newhouses' grfs
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unneeded include from openttd.h.
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now attached to their object directly and there is
no limit to the amount of names.
-Fix: NewGRF engines could not be renamed.
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command can be executed.
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of a global variable. Patch by Noldo (FS#1114).
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when it's not necessary.
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determined at some places
-Fix: adding road/tram to tram/road bridge was cheaper by one tile
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vehicle color mapping so the vehicles use the new owner color
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useless includes.
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map.h).
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logical place and remove about 50% of the includes of 'functions.h'
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single file and do not include gfx.h everywhere to get a Point type.
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their respective places.
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r11642
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bridge_map.h into tunnelbridge_map.h
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station and other signs when you haven't converted the map to the 'current' format as that means you are going to read data in the 'old' format when you assume that it is in the 'current' format.
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cause they depend on Random()
-Codechange: Convert the CHANCE macros to functions and rename them fitting to the naming style
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remaining to fit with the naming style
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remaining to fit with the naming style
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style
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chance was really a 32769 in 65536 chance.
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divide.
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cause a crash...
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wrapping around the map's edge when you use the wrapping (and MP_VOID tiles) to determine whether the bridge can be build.
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remembered.
-Codechange: Wrap all transparency settings in accessors, hiding the implementation
-Change: Clicking "transparent building" menu will toggle Houses And Trees only. The other options can be used in the transparency gui.
Initial patch by Smatz (FS#1349), with some rework by BigBB and your humble servant.
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