Age | Commit message (Collapse) | Author |
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anywhere near random and thus showed a very visible repeated pattern when only one tree type was used
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which were sometimes missing and sometimes just typos
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table/clear_land.h and change some names
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relatives
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and change its behaviour accordingly
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and change its behaviour accordingly
-Codechange: remove dummy GetAcceptedCargo_*() handlers
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reached like break after returns or break after functions that never return (i.e. NOT_REACHED)
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PoolItem::IsValidID(index)
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this ID' from 'some' strings and replace the string name with something more sensible.
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strings
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sources too
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them map.
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except where it's used for backward compatability.
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(if enabled). Primarily useful for systems with touch screen (aapo)
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(optional) parameter.
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and documentation imply. Remove unused SetTreeCount() (PhilSophus)
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client so it is immediatelly clear which one you are working with.
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with all other structs/classes that are in a pool.
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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tile-info-window.
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from openttd.h to their own headers.
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something more than whitespace as description of files that don't have a description.
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instead of transparent
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GetTileTrackStatus().
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there can be less checks in pathfinders for depots/stations/tunnels/bridges
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DrawTile_Trees()
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invisible
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-CodeChange: When rocks get removed while planting trees, barren the ground.
-Fix: In one case trees could spread under bridges.
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building concept.
So when you want invisible trees, just select the option of the same name in the Patch Options and toggle transparency of trees.
More to come on the saga of Invisibility. So stay tuned.
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tree while transparent building patch setting
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unneeded include from openttd.h.
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command can be executed.
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