Age | Commit message (Collapse) | Author |
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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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delete or autoreplace of vehicles.
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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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strictness.
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obvious reasons
-Codechange: introduced ZOOM_LVL_DETAIL to show/remove details
-Codechange: changed << and >> operator with ZoomLevel to a simple wrapper (that in theory also allows zoom-in besides the current zoom-out)
-Fix r9845: missed some int -> ZoomLevel
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generally loading/unloading will happen fifo, but there are no guarantees on the FIFO-ness. For (better) FIFO guarantees you still need to use improved loading.
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(mart3p).
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loaded into LoadUnloadVehicle instead of duplicating it for each vehicle.
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specified and the vehicle was already full when it entered.
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didn't work (correctly).
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loading/unloading, but when arriving at the station.
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calculated automatically either.
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nicer/better maintainable code, i.e. virtual methods instead of switches.
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