Age | Commit message (Collapse) | Author |
|
|
|
calculation
This means that for rail tunnel/bridges, the rail is first sold,
and the tunnel/bridge is destroyed after. This means destroying
tunnels/ bridges now often makes you money, instead of costing.
Similar, with road/tram tracks. Destroying a road+tram
tunnel/bridge now costs the same amount of money as first
removing the tram tracks and than destroying the road
tunnel/bridge. Especially as tram tracks generate money when
removing, this is a noticeable difference.
|
|
It only considered the end-tile (or start-tile) for the bridge,
instead of both. This is obvious in the rest of the code which
constantly does "+ 2"; this being the only place that does a "+ 1".
|
|
|
|
|
|
|
|
|
|
overridden
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
std::vector::[push|emplace]_back()
|
|
|
|
|
|
|
|
|
|
Use after free could occur when when excavating far end
removed multiple NewGRF objects
|
|
info window.
|
|
unambiguously to either RoadCatenary or RailCatenary.
|
|
incorrect owner to the tram and did not count infrastructure counts properly. (marcole)
|
|
the bridge heads.
|
|
bridges and tunnels.
|
|
building/removing/changing bridges.
|
|
|
|
data is now always accessible
|
|
"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
|
|
the TileInfo window.
|
|
aqueducts that start at flat land
|
|
|
|
|
|
companies) to the first company which replaces the bridge. Everyone could have removed/rebuild the bridge anyway.
|
|
to clear bridges with trams.
|
|
|
|
Eagle_rainbow)
|
|
editor
|
|
type when adding a roadtype.
|
|
|
|
(sprites by Snail).
|
|
invisible bridges.
|
|
|
|
(for roads) and ScriptTunnel:BuildTunnel (for roads) to work for GameScript
|
|
|
|
overlays.
|
|
|
|
|