Age | Commit message (Collapse) | Author |
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vehicles, engines, towns, groups, stations, waypoints, managers and companies)
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and IsRailWaypoint() checks at several places
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explicit destructor call instead of using operator delete
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determine a owner of a greyed waypoint, ensure that the owner is assigned when the waypoint is rebuild.
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relocating the waypoint.
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companies.
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from rail underneath it.
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waypoint is deleted. Smatz pointing
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the command. Checking for the length in pixels is impossible because that differs per client.
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some tracks and reroute trains afterwards. (michi_cc)
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building/removing waypoints or level crossings. (michi_cc)
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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something more than whitespace as description of files that don't have a description.
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objects can be build, but check it directly in the pool so we do not have to call destructors in the testing phase. Stations still use the autoptr though.
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okay (or lines starting with a space and then tabs).
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compiler's decisions about inlining
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(especially because newgrf_station.h includes a lot of stuff).
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station_func.h.
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town, so weird things won't happen anymore
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building/removing a large block of track/signals/station
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complex detection later
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unneeded include from openttd.h.
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now attached to their object directly and there is
no limit to the amount of names.
-Fix: NewGRF engines could not be renamed.
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long track
-Codechange: use dedicated pathfinder for signal updating, resulting in better performance and possible future improvements
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of a global variable. Patch by Noldo (FS#1114).
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when it's not necessary.
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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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single file and do not include gfx.h everywhere to get a Point type.
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their respective places.
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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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not updated when the waypoint would be moved.
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templates. This gives up to 10% performance increase in games with lots of vehicles.
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