Age | Commit message (Collapse) | Author |
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and bridges
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consts' enum as well
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caused a crash.
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building/clearing aqueducts and building/clearing locks.
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an aqueduct.
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a too long bridge.
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message twice.
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CheckBridgeAvailability().
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roadtype.
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first use.
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readable way without changing computed costs.
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to 'length'.
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-Codechange: Move GetSlopeResistance to GroundVehicle.
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TunnelBridgeIsFree() and return a CommandCost status.
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rail types. (To be documented...)
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wrapper functions
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if a header require a header make it include that header
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trying to make one way roads of town owned roads
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foundations as DrawGroundSprite() does, and use this for drawing one-way-road-signs and clear-land-fences.
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pieces was inverted.
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bridges" setting
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to reduce the include 'pathfinder' dependencies
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a separate directory
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building/removing unmovables (new objects), building/removing rail-waypoints/buoys, interacting with town-authority, building foundations, funding primary industries (when not prospecting) and towns.
If a GRF does not set price multipliers for these new prices, but for the previously used ones, the old modifiers will be propagated to the new bases.
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tunnels/on bridges so when they leave wormhole they're still focussed on the main road stop causing unneededly long queues
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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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when a bridge was replaced with another type
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