Age | Commit message (Collapse) | Author |
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loaded less than possible, unless it's a full load order. This should improve behaviour with gradual loading and cargo continuously trickling in.
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192-256-magic of vehicle movement.
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SpecializedVehicle in order to improve performance
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during autorenew/-replace.
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if a header require a header make it include that header
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wait counter; sometimes they might get into eachother's way
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timetable. Based on work by PhilSophus.
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stations.
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generic as it's used for more than just load/unload. Also add some documentation about where it is used.
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sprite changes.
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whatever has been actually unloaded and perform the payment when unloading has finished. This fixes, amongst others:
* cheating by starting to unload and after getting paid rushing to the depot to get sold (or unloading, loading and getting paid again for the remainder)
* cargo being dropped onto a station at the moment a stockpiling industry doesn't accept it anymore
* industries getting cargo that has not been unloaded yet and subsequently dumping it back on the station in one go
Note: you will now get paid after the unloading has finished, so you'll have to wait a bit longer for 'your' money.
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in order to improve performance (~5% with many vehicles)
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casts when converting Vehicle to specialised vehicle types. Includes safety check
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constructor will zero the whole class. This caused all vehicle indices to be 0, which causes all kinds of trouble.
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vehicles in more places. Esp. they were only invalidated for trains.
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instead of constructor of each vehicle type
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for all vehicle types
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struct so (some vehicle related) NewGRF cache 'desyncs' can be tested easier.
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from VehicleRail to Train
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time, binary size and run time (with asserts disabled) should be improved
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variable instead of var->index
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was deleted
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PoolItem::IsValidID(index)
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PoolItem::GetPoolSize()
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(thanks smatz)
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some code.
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coord.(left,right,top,bottom), i.e. use Rect.
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