Age | Commit message (Collapse) | Author |
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see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
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(if enabled). Primarily useful for systems with touch screen (aapo)
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(optional) parameter.
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OWNER_TOWN instead of the founder to take care of protected buildings and to not get stressed by town ratings.
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client so it is immediatelly clear which one you are working with.
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pillars; DrawCatenaryOnTunnel() draws only wires.
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sure it always results in the same irregardless of the order of the hash-linked-list.
-Fix: desync in PBS reservation following, vehicle flooding and road vehicle overtake/follow code.
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some tracks and reroute trains afterwards. (michi_cc)
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setting. (michi_cc)
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building a bridge over it as it is not required for roads and rails either.
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with all other structs/classes that are in a pool.
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remove a few more magic numbers
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length, then none of the other bridges can. Effectively meaning that if someone replaces the first bridge with a bridge that can be only 3 tiles longs then only other bridges that can be 3 tiles long will be buildable, but only if they are 3 tiles long.
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on company bankrupt
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bridges and disable terraforming of aqueduct bridgeheads; one can't terraform normal canal tiles either.
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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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DiagDirection to Track and Trackbits
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from openttd.h to their own headers.
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primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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drawn twice in some cases
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including other headers in variables.h.
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place to a single location.
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depot_base.h and remove quite a lot of unneeded (before this) includes of depot.h.
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over a bridge
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instead of transparent
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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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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DC_QUERY_COST is set (patch by Raimar Falke)
It never happens in current code, but it is better to be ready for it
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bridges (spotted by _minime_)
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