Age | Commit message (Collapse) | Author |
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to group vehicle list (mtm, JGR)
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VehicleSpriteSeq.
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servers by skipping drawing calls earlier in the process. (JGR)
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Vehicle class
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sprites independent of spawning model.
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model.
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position within an articulated vehicle.
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LinkRefresher.
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loading and unloading.
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more aggressively.
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separate function
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refit prediction
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improved loading) instead of calculating if for every cycle
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appropriately on creation (peter1138)
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ispercent (peter1138)
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(peter1138)
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signed.
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BaseConsist.
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consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked.
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speed for vehicles.
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old. (Vikthor)
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minimalize the work done where possible
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that make clear where they differ in
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others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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out some indirect calls
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the wrong GRF.
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depend on the vehicle length instead of being fixed at 4/8th of the original vehicle length to make sure shortened vehicles don't block tiles they shouldn't block.
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changes to reduce casting
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draw different sprites on the map and in various GUIs.
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Vehicle to simplify code.
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vehicle chain in VarAction 2.
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or aircraft shadows/rotors.
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as no real order influencing path finding is added
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GroundVehicle<>::gv_flags through a Vehicle struct.
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and cur_real_order_index to keep track of the current real order in an unambiguous way.
-Fix [FS#4440]: Automatic orders behave now stable wrt. service orders and are not added or removed depending on the need of servicing.
-Fix: Various other issues with automatic orders, e.g. vehicles getting stuck with "no orders" when there are automatic orders at the end of the order list.
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