Age | Commit message (Collapse) | Author |
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depend on the vehicle length instead of being fixed at 4/8th of the original vehicle length to make sure shortened vehicles don't block tiles they shouldn't block.
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Engine::DetermineCapacity().
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instead.
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validness.
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returning D0xx texts.
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auto-refitting.
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related variables
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functions if they return the Z in pixels (like TilePixelHeight)
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draw different sprites on the map and in various GUIs.
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Vehicle to simplify code.
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DecreaseGroupNumVehicle() with GroupStatistics::CountVehicle().
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order index in case of a goto-nearest-depot order and no depot could be found.
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as no real order influencing path finding is added
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of automatic orders until the next real order is reached.
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invalidations themself (from autoreplace and refitting).
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"center" (for movement) of vehicles is (currently still) always at 4/8th original vehicle length from the front, so trains should stop at the same location regardless of the length of the front engine
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process these events asynchronously before the next redraw. Calling window code directly from command scope uses wrong _current_company and might issue nested DoCommands() which interfer with the running command.
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is flipped in the depot
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flipped in the depot
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actually try to do so (Rubidium)
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engines/wagons in the depot by default for NewGRFs
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tiles in the depot
-Fix [FS#4461]: don't count the number of vehicles but the length of vehicles to (configurably) limit train length
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and cur_real_order_index to keep track of the current real order in an unambiguous way.
-Fix [FS#4440]: Automatic orders behave now stable wrt. service orders and are not added or removed depending on the need of servicing.
-Fix: Various other issues with automatic orders, e.g. vehicles getting stuck with "no orders" when there are automatic orders at the end of the order list.
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a function in GroundVehicle
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make SetLastSpeed a function of GroundVehicle
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length, not for each its wagon with invalid length
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bridge ramp and directed outside the bridge, it could still have track set to TRACK_BIT_WORMHOLE
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slope, its GOINGUP/DOWN weren't swapped
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speed by 10%, but also when you're just 1% too fast, so limit the slowdown till the new maximum speed
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it wouldn't have (re)set the GOINGUP/DOWN bits after leaving the tunnel/bridge
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same code three times
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competitor's train; take the lazy non-future proof version of the fix from the 1.0 branch as fixing the real bug is significantly more complex and might even break some backwards compatability if not done perfectly
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road vehicles and trains.
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