Age | Commit message (Collapse) | Author |
|
candidate as using only the hash generates false positives
|
|
a mutable type in render methods
|
|
sprites less often
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The value is either unused or always the same as this->direction.
|
|
to group vehicle list (mtm, JGR)
|
|
|
|
|
|
VehicleSpriteSeq.
|
|
servers by skipping drawing calls earlier in the process. (JGR)
|
|
|
|
Vehicle class
|
|
sprites independent of spawning model.
|
|
model.
|
|
position within an articulated vehicle.
|
|
LinkRefresher.
|
|
loading and unloading.
|
|
more aggressively.
|
|
separate function
|
|
refit prediction
|
|
|
|
|
|
improved loading) instead of calculating if for every cycle
|
|
appropriately on creation (peter1138)
|
|
ispercent (peter1138)
|
|
(peter1138)
|
|
signed.
|
|
|
|
|
|
BaseConsist.
|
|
consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked.
|
|
speed for vehicles.
|
|
old. (Vikthor)
|
|
|
|
minimalize the work done where possible
|
|
that make clear where they differ in
|
|
|
|
others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
|
|
|
|
out some indirect calls
|
|
the wrong GRF.
|
|
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.
|
|
changes to reduce casting
|