Age | Commit message (Collapse) | Author |
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Tiles which only consist of shore do not flood anymore, instead they get removed if they are no longer connected to flooding water.
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rivers are drawn as canals. Rivers can currently only be placed with-in the scenario editor.
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constants
-Fix: refit button widget was not correctly updated
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non-flat tiles, too.
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the code at some places
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building/removing a large block of track/signals/station
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flooded tile
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unneeded include from openttd.h.
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of a global variable. Patch by Noldo (FS#1114).
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needed.
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by BigBB
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functions.
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useless includes.
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map.h).
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logical place and remove about 50% of the includes of 'functions.h'
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their respective places.
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depending on their owner
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got flooded, causing glitches
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returned to water, even when it should've been canals.
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lock
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tiles too (when non-uniform stations are OFF)
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While at it, remove one unused entry on the clear_price_table array.
It is based on ground type, and the unused one was referencing a non existing one.
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fitting to the naming style
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non-canal water where canals should have been build.
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style
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the box.
-Change: make extra sprites (the ones not in the TTD GRFs) replaceable using Action 5.
-Feature: make replacing contiguous subsets of sprites in for some types possible in Action 5.
Note to GRF authors: when you replaced OpenTTD sprites that are not from the TTD GRF files using Action A, your GRF will not have the intended result anymore as the sprite numbers have changed. You should replace the Action A with an Action 5 from now on.
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remembered.
-Codechange: Wrap all transparency settings in accessors, hiding the implementation
-Change: Clicking "transparent building" menu will toggle Houses And Trees only. The other options can be used in the transparency gui.
Initial patch by Smatz (FS#1349), with some rework by BigBB and your humble servant.
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is required. (more to come)
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frosch.
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used to check whether there was no vehicle on the ground, except that the former didn't take care of aircraft shadows. So now we only use EnsureNoVehicleOnGround.
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-Fix: make sure canals are never owned by water. Based on a patch by boekabart.
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subsystem. Patch by Progman.
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things on tile 0; "Can't build on water" or "Too close to the edge" instead of "Vehicle in the way". Patch by SmatZ.
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consideration.
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state while being marked const.
-Codechange: do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game.
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