Age | Commit message (Collapse) | Author |
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around road vehicles and flipping parts of trains in the depot
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GetNextVehicle(), GetPrevVehicle(), GetNextUnit(), GetPrevUnit() members of Train
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Set/ClearArticulatedPart(), Set/ClearWagon(), Set/ClearEngine(), Set/ClearFreeWagon() and Set/ClearMultiheaded() members of Train
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IsTrainWagon(), IsMultiheaded(), EngineHasArticPart() and IsRearDualheaded() members of Train
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bailing out in FindTrainCollideEnum() (Bilbo)
-Codechange: shuffle the code a bit
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FindTrainCollideEnum() to minimum
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to not confuse it with image_index from *VehInfo.
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depot
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as bitmasks
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casts when converting Vehicle to specialised vehicle types. Includes safety check
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code style.
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vehicles in more places. Esp. they were only invalidated for trains.
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for all vehicle types
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company-based settings, so in a multiplayer game everyone can change them.
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constant and unduplicate a few lines.
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unnecessarily add it.
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vehicles/stations/industries are deleted.
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messages. Esp. do not close them automatically after some time.
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struct so (some vehicle related) NewGRF cache 'desyncs' can be tested easier.
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from VehicleRail to Train
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time, binary size and run time (with asserts disabled) should be improved
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was deleted
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PoolItem::IsValidID() and PoolItem::Get()
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introduce shiny new IsPlainRailTile()
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PoolItem::IsValidID(index)
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wanted to go to the same depot again.
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creating vehicles, instead of arbitrary sprites not related to the vehicle. (though that also applies to the question mark)
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some code.
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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this ID' from 'some' strings and replace the string name with something more sensible.
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stations
-Fix: insanely fast trains would sometimes 'jump' over waypoints/via stations within a tick, which would cause the order not to be processed causing the train to go in loops until (with luck) it 'hit' the tile
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