Age | Commit message (Collapse) | Author |
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logical location.
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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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logical disposition
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single file and do not include gfx.h everywhere to get a Point type.
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their respective places.
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that over CTRL. Patch by BigBB.
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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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some of the magic).
-Feature: possibility to disable exclusive rights and giving money. Both by skidd13.
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sprites using CTRL-B so one can get a better understanding of the used bounding boxes to fix the glitches that still exist. Patch by frosch.
Note that this is not completely glitch free, bounding boxes sometimes aren't removed properly. This is due to the fact that the bounding boxes sometimes are larger than the sprite, which causes a smaller part than the bounding box to be redrawn. This is NOT a bug, but a known implementation limit as we do not want to slow down normal games so the debug graphics are always 100% correct.
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possibility to clean up unconnected road bits during the local road reconstructions. Based on a patch by skidd13.
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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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(so you don't have to keep on doing 'openttd -b 32bpp-optimized'..)
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list for other players. Patch by SmatZ.
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indicators of everyone. Patch by SmatZ.
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(controlled from the interface tab in the patch window)
This only works with the cocoa drivers (you will use the cocoa drivers unless you manually switched to SDL and compiled yourself)
Note: if control-click is selected, then the ingame control-click (like presignals and such) will be command-click
Requested and tested by ln- (so he should be blamed if this goes wrong :P )
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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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variables.h to strings.h
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amount of money and then it might (with a given chance) build a raw industry somewhere on the map.
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infrastructure you do not have available vehicles for. This means that the airport building button is disabled till you can actually build aircraft. The game itself will not disallow you to build the infrastructure and this "new" behaviour can be overriden with a patch setting.
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type when you start a new game or load a game. This is done either static, i.e. rail, electrified rail, monorail and maglev, or dynamic which takes either the first or last available railtype or the railtype that is used most on the map.
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independent of the game-state to base double-click and TGP Generation Process on
-Codechange: renamed _timer_counter to _palette_animation_counter, as that is what it is
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better to use int64 variables in the string generating too instead of packing them into two int32s.
-Fix: some displays of money were wrong.
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vehicle is while loading/unloading (TheJosh)
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place money in some string.
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issues. Thanks to benc for providing the patch.
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previous commit
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be more flexible.
-Codechange: add support for personal directories on Windows.
-Fix [FS#153, FS#193, FS#502, FS#816, FS#854]: fix issues related to fixed names, fixed places of files/directories and application bundles.
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with patch setting 'smooth_scroll'
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stations by holding down control. Based on a patch by Wolf01.
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can make groups of vehicles and perform all kinds of tasks on that given group. Original code by nycom and graphics by skidd13.
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-Codechange: use predefined enums for viewport zoomlevels
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layout value
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for towns to use.
Possible patterns are :
No Road (not available in scenario editor)
Original (for the nostalgics)
Better Roads (same as original, but based on distance of 2 tiles instead of one)
2x2 grids
3x3 grids
Patch by skiddl13
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new game.
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of towns can
start off larger, and will grow twice as quickly as other towns. They can also
be placed specifically in the scenario editor. Thanks to TheJosh for the
initial patch and the idea.
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growth. The
default rate is TTD's original rate, and to approximate OpenTTD's previous
behaviour the rate should be set to "Fast" or "Very Fast". Town growth can be
switched off entirely, and if so, buildings will not be rebuilt. It is also
possible to specify a proportion of towns that grow twice as fast as the
others.
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including a new toolbar, accessible from the map menu or Ctrl X. Patch by Wolf01.
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Almost done. Yeah. I know, I've already said that...
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properly in/from the cfg.
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