Age | Commit message (Collapse) | Author |
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autoreplacing
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This makes no sense, that a free-wagon-chain could be larger than
the maximum length of a train, as you cannot put an engine in
front of that anyway. And it prevents run-away AIs making very
silly long free-wagon-chains.
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When a vehicle is cleaned up, all news that points to the news is
also removed. This was a bit evil, as it would also remove any
news related to crashed, acting like the crash never happened.
This left players a bit in the dark what was going on exactly.
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a mutable type in render methods
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std::vector::[push|emplace]_back()
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This is not an exact fix as previously, the wait time was speed/acceleration dependant. This simple fix ignores that and just makes the 'days' from the settings comment to be actually days.
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signals (Author: frosch123) #5877 (#7018)
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Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.
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The value is either unused or always the same as this->direction.
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FreeTrainTrackReservation is always called with INVALID_TILE
and INVALID_TRACKDIR as second and third arguments, so remove
them and just use those constants instead. (cirdan)
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In UpdateLevelCrossing, checking if a level crossing is reserved is
cheaper than finding trains on it or approaching it, so do it first. (cirdan)
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VehicleSpriteSeq.
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for wagons and articulated parts.
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properly when no orderlist could be allocated. (Juanjo)
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the bridge heads.
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ScaleGUITrad().
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spaces)
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purchase lists.
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multihead engines.
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Vehicle class
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private
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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when they are not supposed to, and truncate cargo appropiately if they are allowed to.
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then it would be inconsistent with moving vehicles around
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