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path: root/src/tunnelbridge_cmd.cpp
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2012-01-28(svn r23864) -Fix: Railtype overlays were drawn 'only transparent' on ↵frosch
invisible bridges.
2012-01-03(svn r23740) -Codechange: remove some 300 unneeded includes from the .cpp filesrubidium
2011-12-19(svn r23629) -Add: allow ScriptRoad::BuildRoad, ScriptBridge::BuildBridge ↵truebrain
(for roads) and ScriptTunnel:BuildTunnel (for roads) to work for GameScript
2011-12-17(svn r23586) -Fix: Draw PBS reservation also for bridges with railtype overlays.frosch
2011-12-17(svn r23584) -Fix: Draw PBS reservations also for tunnels with railtype ↵frosch
overlays.
2011-12-03(svn r23413) -Add: Company infrastructure counts for canals.michi_cc
2011-12-03(svn r23412) -Add: Company infrastructure counts for road.michi_cc
2011-12-03(svn r23411) -Add: Company infrastructure counts for rail.michi_cc
2011-11-08(svn r23160) -Fix: wrong comments in a lot of TileTypeProcs definitionsyexo
2011-11-04(svn r23110) -Codechange: let the flying altitude return ints are wellrubidium
2011-11-04(svn r23108) -Codechange: more uint -> int / byte -> int conversions for Z ↵rubidium
related variables
2011-11-04(svn r23107) -Codechange: let GetSlopePixelZ and TerraformTile tile type ↵rubidium
functions use int z as well
2011-11-04(svn r23106) -Codechange: pass int* to GetTileSlope and friendsrubidium
2011-11-04(svn r23100) -Codechange: remove pointless multiplications by TILE_HEIGHT ↵rubidium
for the terraform code
2011-11-04(svn r23098) -Codechange: remove pointless multiplications by TILE_HEIGHT ↵rubidium
from the tunnel code
2011-11-04(svn r23097) -Codechange: remove pointless multiplications by TILE_HEIGHT ↵rubidium
from the bridge code
2011-11-04(svn r23096) -Codechange: remove useless divisions and multiplications by ↵rubidium
TILE_HEIGHT for the snow line code
2011-11-04(svn r23091) -Codechange: rename some Get*Z functions to Get*PixelZ ↵rubidium
functions if they return the Z in pixels (like TilePixelHeight)
2011-08-24(svn r22821) -Fix [FS#4741]: Allow to demolish aqueducts built in the ↵terkhen
scenario editor.
2011-07-30(svn r22700) -Fix [FS#4680]: cost of changing bridge type is undercalculated ↵rubidium
when adding road types as well (based on patch by adf88)
2011-05-02(svn r22413) -Document: even more stuffrubidium
2011-05-01(svn r22405) -Document: some more "random-ish" tidbitsrubidium
2011-02-07(svn r22019) -Codechange: s/functions.h/clear_func.h/rubidium
2011-02-04(svn r21959) -Change: replace longbridges with custom maximum bridge and ↵rubidium
tunnel length setting
2011-02-04(svn r21956) -Cleanup: always draw the bridge pillarsrubidium
2011-01-14(svn r21780) -Change: Keep aqueducts and road/tram tunnels and bridges after ↵terkhen
removing a company.
2011-01-09(svn r21743) -Fix [FS#4386]: coast tiles weren't drawn under bridgesrubidium
2010-12-11(svn r21471) -Change [FS#4153]: make building aqueducts behave more like ↵rubidium
building tunnels. They can't be built on flat (or foundationed) tiles, so there is at most one destination tile like there is only one for tunnels
2010-12-11(svn r21468) -Change: make sure the end of a bridge is always a valid tile ↵rubidium
as well, and for aqueducts show "wrong land slope" when that would be more appropriate than "bridge heads not at same height"
2010-11-21(svn r21291) -Fix: Treat objects on water like water in more cases.frosch
2010-11-21(svn r21289) -Fix [FS#4133]: Make terraforming and tunnel-excavation handle ↵frosch
DC_AUTO-clearable multitile objects.
2010-11-12(svn r21153) -Change: unify the moment trains/road vehicles become ↵rubidium
(un)visible when entering/leaving a tunnel. As a side effect some tunnel related glitches are gone.
2010-11-10(svn r21142) -Codechange: replace magic bridge length constants with proper ↵rubidium
constants (uni657)
2010-11-10(svn r21141) -Codechange: Use the new 'frame' variable for the bridge entry ↵rubidium
code as well (Hirundo)
2010-11-10(svn r21140) -Codechange: Use the new 'frame' variable to handle road ↵rubidium
vehicles entering or leaving a tunnel (Hirundo)
2010-11-10(svn r21139) -Codechange: Use the new 'frame' variable to handle trains ↵rubidium
entering or leaving a tunnel (Hirundo)
2010-11-10(svn r21138) -Codechange: Introduce the concepts of frame and position in ↵rubidium
the tunnel / bridge entering code (Hirundo)
2010-11-10(svn r21136) -Fix [FS#4213]: bridge speed limits should apply to all wagons ↵rubidium
of a vehicle, not just the head of the vehicle
2010-11-04(svn r21079) -Codechange: replace magic numbers with already defined ↵belugas
constant ("inspired" by Hirundo's work)
2010-10-30(svn r21060) -Doc: Improved wording of comments (mostly by __ln__)alberth
2010-10-22(svn r21013) -Cleanup: Replace some magic value mappings with existing ↵frosch
conversion functions. (Hirundo)
2010-10-22(svn r21012) -Codechange: Deduplicate some code. (Hirundo)frosch
2010-10-17(svn r20961) -Cleanup: Remove redundant/duplicate invisibility test. (uni657)frosch
2010-10-16(svn r20947) -Change: Draw bridgepillars with correct length on all tile ↵frosch
corners by drawing only half of the pillar sprite if required. (based on patch by uni657) Note: Cantilever and tubular bridges will still look weird when using orignal graphics. Use OpenGFX instead :)
2010-10-16(svn r20946) -Codechange: Add helper function to draw pillar columns.frosch
2010-10-16(svn r20945) -Codechange: Add helper function to draw single pillar sprites. ↵frosch
(based on patch by uni657)
2010-10-16(svn r20944) -Codechange: Bail out early in DrawBridgePillars(). (uni657)frosch
2010-10-16(svn r20943) -Codechange: Name some magic constants. (Based on patch by uni657)frosch
2010-09-13(svn r20802) -Fix: Building bridges on water/watery objects behaved ↵frosch
inconsistently for towns and the bridge selection GUI.
2010-09-03(svn r20732) -Fix: when trying to build a bridge over an object, try to ↵yexo
autoremove the object if it's too high