Age | Commit message (Collapse) | Author |
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Eagle_rainbow)
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sprites. (Based on patch by Eddi)
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always updated when modifying vehicle consists.
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vehicle-related windows with an enum.
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for vehicle variable 4C.
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crash when a NewGRF queries vehicle variable 4C before vehicle initialisation is completed.
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values via CB 11.
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consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked.
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in a chain (i.e. primary vehicle or free wagon).
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NewsFlag instead.
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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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