Age | Commit message (Collapse) | Author |
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preemptively deduplicate code.
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speed for vehicles.
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cases isn't really a fix. Redo it to make sure that reservations of trains entering or exiting depots are properly made and freed.
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leaving a depot could lead to stuck trains.
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caused desync when railtype >= 4, vehicles were fast, and the original acceleration model was used
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invalid order, trying to determine the next order state could end up in an infinite loop
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vehicle enters a new railtype.
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minimalize the work done where possible
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only extend a train's path without actually calling the pathfinder. The path extension will stop when hitting a junction tile, so it is impossible to miss a depot this way.
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capacity of wagons could become lower, causing them to contain more than they should. This caused the cargo transfer from the replaced parts to put even more stuff in the already full wagon. Prevent this from happening by reducing the amount of cargo in the vehicle to the capacity when moving vehicles/wagons around, or when autoreplacing
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autoreplacing failed due to length checks
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error.h
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creates or deletes a train.
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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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