Age | Commit message (Collapse) | Author |
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IsValidVehicle(vehicle).
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easier in other places.
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collision detection on bridges/tunnels.
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unique name check.
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variables.
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transparent" code.
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moving { to a new line.
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not tile, so that collision detection works on bridges and tunnels.
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removed.
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Tick method in the Vehicle class.
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Get(Aircraft|RoadVeh|Ship|Train)Image.
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vehicles that can have names, and skip inactive players.
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inconsistent, and tested all 'namespaces'. now only check names of the same type.
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account of vehicle group (Matthias Wolf)
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would load at the given station.
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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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if this is a scheduled stop.
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it in UpdateVehicleTimetable.
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invalidate the YAPF segment cache every tick in MP. Segment cost now doesn't contain the curves between segments. As a result the cache should be now accurate.
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vehicle is loading, down meaning vehicle is unloading
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accumulated feeder share (transfers) of individual pieces of cargo. This means that cargo isn't thrown on a big pile when it's put in a station or unloaded at a station, however the GUI does not reflect these changes yet so you will not actually see it.
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vehicle is while loading/unloading (TheJosh)
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overflowing them should become a little harder.
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easily modified.
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resolution and a high zoom-out level. Patch by B. N. SmatZ!.
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Fix by B. N. SmatZ!.
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== INVALID_TILE to determine if a vehicle should be removed from the has.
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the position hash were
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and finding vehicles on a tile. The hash area scanned is far smaller than the old hash table, which is now used for viewport updates only. This should give a significant performance improvement for games with many vehicles. (Based on work by 'B. N. SmatZ!' and 'madman2003')
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callbacks 11 and 17 for
road vehicles for those who prefer the technical explanation.
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The problem was that if adding units to the clone (wagon by wagon) failed, then cloning wouldn't notice it and it made two half trains
Now it detects this case and it will make cloning fail. The string with the explanation for the failed move will be used in the error message so the user will know why it failed.
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or removed if the station has no custom graphics.
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expected :(. Somehow SlIterateArray and SlObject depend on eachother and adding a some arbitrary data before the SlObject makes it go crazy.
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wagon parts.
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isn't a train.
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individual checks depending on the vehicle type.
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road types on a single tile.
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of vehicles in the group only once
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