Age | Commit message (Collapse) | Author |
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Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.
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functions.
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group, hide the "Stop sharing" button in vehile orders window
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to group vehicle list (mtm, JGR)
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VehicleSpriteSeq.
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conditional orders towards 50%, so that 0% and 100% mean completely empty or full.
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bridges, orders etc. for all vehicle types alike when considering increased smoke emissions of vehicles.
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MarkAllViewportsDirty.
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data is now always accessible
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Vehicle class
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to be available yet, since it is a looping animation.
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sprites independent of spawning model.
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model.
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vehicle visual effects.
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vehicle in a NewGRF and the NewGRF was not loaded at all
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timetables
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private
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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when they are not supposed to, and truncate cargo appropiately if they are allowed to.
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list but wants to make implicit orders
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palette when leaving a station.
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LinkRefresher.
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edges.
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more aggressively.
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in the order prediction logic
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separate function
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GetNextStoppingOrder so that we can access both branches in calling code
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called for the front engine.
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during (un)loading.
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was updated
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refit prediction
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equivalent to explicit stopping orders
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(fonsinchen)
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sound effects 04, 07 and 08 are played.
In depot or tunnel, or when crashed or stopped: No sound.
Braking: Effect 08 instead of 07.
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