Age | Commit message (Collapse) | Author |
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client so it is immediatelly clear which one you are working with.
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is more exact and less subject to interpretation
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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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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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operators.
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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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instead of transparent
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station_func.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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another one closely matching
-Codechange: Replace two magic numbers with according sprite names
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DrawTileSprites into one PalSpriteID
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one PalSpriteID
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merging/bankrupting companies.
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statue owner, not current player.
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ownership of player owned tiles when growing.
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unneeded include from openttd.h.
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of a global variable. Patch by Noldo (FS#1114).
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clear_cmd.cpp to a more correct location.
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map.h).
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logical place and remove about 50% of the includes of 'functions.h'
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their respective places.
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remaining to fit with the naming style
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remembered.
-Codechange: Wrap all transparency settings in accessors, hiding the implementation
-Change: Clicking "transparent building" menu will toggle Houses And Trees only. The other options can be used in the transparency gui.
Initial patch by Smatz (FS#1349), with some rework by BigBB and your humble servant.
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boxes. It's not perfect yet, but a *very* good step into the right direction. Patch by frosch.
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(and other structures) when the owner of the structure built it on foundations and if you have enough "empty" space ofcourse. One could use the tool for some other construction needs too. Patch by frosch.
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the functions for those tile types.
-Codechange: barren the rail grounds on terraforming.
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foundations. Primarily removal of (duplicated|magic) code and introduction of few helper functions to ease foundation determination. Patch by frosch.
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transparent" code.
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bridges in the scenario editor, or during world generation.
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easily modified.
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over a road/tram
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road types on a single tile.
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corrections...
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and into landscape.h, and add a few where they didn't exist.
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including a new toolbar, accessible from the map menu or Ctrl X. Patch by Wolf01.
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