Age | Commit message (Collapse) | Author |
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destructor as that was already doing the same for a few vehicle types.
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out of the vehicle struct (saving up to 16 bytes per vehicle) as it is only used to tell a calling function entered a depot (for autoreplace).
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was reversed just after leaving the depot.
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by planetmaker)
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client so it is immediatelly clear which one you are working with.
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wagon chains.
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deleted/modified while the timetable window is open
-Fix: close any dropdown and child windows in the Order and Timetable windows when selected order is deselected, deleted, ...
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engine when turning a train in a station.
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This could be caused by old savegames resp. their conversion, and causes
trouble for e.g. autoreplace.
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crashes at several places when the station pool got smaller
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president and company renaming commands, too
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vehicles, engines, towns, groups, stations, waypoints, managers and companies)
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an oilrig when the helicopter gets forcefully removed (bankruptcy). For other airports this isn't needed as they can't be used by multiple companies.
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reservation of another train inside the wormhole.
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sure it always results in the same irregardless of the order of the hash-linked-list.
-Fix: desync in PBS reservation following, vehicle flooding and road vehicle overtake/follow code.
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sprites: fonts, recolour, mapgen and normal sprites.
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current block really is a PBS block. (michi_cc)
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order when the number of orders was 0; you could see that the vehicles had a shared order though.
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to a single location.
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depot when the front is already in the depot.
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autoreplace kernel.
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CMD_START_STOP_VEHICLE.
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the command. Checking for the length in pixels is impossible because that differs per client.
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would try to find a route out and sometimes reset the unload counter making it wait 2.5 years before departing instead of waiting until the train would actually leave the station (michi_cc)
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waiting on a path reservation. (michi_cc)
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instead of void*.
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depot (callback 0x11) and give a warning about that
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with all other structs/classes that are in a pool.
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(assertions on savegame loads).
-Fix [FS#2102]: but now in a hopefully beter way.
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when on an aqueduct.
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get stopped on load.
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on company bankrupt
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headers so that nothing from the network directory needs to include basically all network headers.
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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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the 3 users include it, reducing dependencies on misc/smallvec.h
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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simplifying calling code somewhat.
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