Age | Commit message (Collapse) | Author |
|
|
|
|
|
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
|
|
draw different sprites on the map and in various GUIs.
|
|
Vehicle to simplify code.
|
|
|
|
vehicle chain in VarAction 2.
|
|
or aircraft shadows/rotors.
|
|
|
|
as no real order influencing path finding is added
|
|
|
|
GroundVehicle<>::gv_flags through a Vehicle struct.
|
|
|
|
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.
|
|
|
|
|