Age | Commit message (Collapse) | Author |
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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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parameter to "path_found" and remove the ! where the variables are set / read
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found" status to a separate function
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be more generic
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lost_vehicle_warning
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vehicle flags
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crash caused 2 "driver" deaths and a flooding 4 (added in r150). In r18402 the counting was merged and the flooding code was taken for counting drivers. Given those numbers were inconsistent (unlike for other vehicles) we better use the real original amount of driver deaths instead of the erroneous amount.
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Vehicle::ShowVisualEffect (Hirundo)
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all vehicle types (Hirundo)
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class (Hirundo)
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vehicle types (Hirundo)
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from the visual effect code (Hirundo)
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VehicleCache (Hirundo)
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variables related to visual effects (Hirundo)
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and electric sparks actually work (Hirundo).
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wrong after moving train engines in the depot window.
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acceleration model.
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of a vehicle, not just the head of the vehicle
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last wagon was in a depot or on a bridge-/tunnelhead caused trouble.
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