Age | Commit message (Collapse) | Author |
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table into the industry's spec.
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-Fix r9846: initialize the zoom level for 'screen', as assuming 0 is not correct
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-Codechange: unified the blitter function so we have 1 function for all zoom-levels
-Codechange: make most of the label functions work with zoom-level instead of magic numbers and big switches per zoom-level
-Codechange: MakeXXXDirty() functions didn't take into account zoom-level, but just used the biggest possible value
-Codechange: simplified blitter functions to avoid code duplication
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adding to the existing value.
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cases.
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many causing asserts.
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availability)
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delete or autoreplace of vehicles.
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production)
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been refitted.
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can make groups of vehicles and perform all kinds of tasks on that given group. Original code by nycom and graphics by skidd13.
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climates. Multiple definitions of the same cargo type are sometimes required.
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to the "type" member of industry struct
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strictness.
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and adjust a comment
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be found in the industry spec, so take it from there instead.
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one-input-cargo-creates-one-output-cargo limit in the factories, sawmills, steelmills and the ones I'm forgetting to mention right now. Use of this functionality will come later.
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for strgen
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error().
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Currently only used for newhouses.
Basically, it is more a gathering of IDs from grf files and ingame data.
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you always switch them at the last moment... UnScaleByZoom was ScaleByZoom and visa versa... (tnx to yeti_ for noticing)
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estonian - 10 fixed by kristjans (10)
japanese - 9 fixed by ickoonite (9)
traditional_chinese - 21 changed by xbddc (21)
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obvious reasons
-Codechange: introduced ZOOM_LVL_DETAIL to show/remove details
-Codechange: changed << and >> operator with ZoomLevel to a simple wrapper (that in theory also allows zoom-in besides the current zoom-out)
-Fix r9845: missed some int -> ZoomLevel
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-Codechange: use predefined enums for viewport zoomlevels
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loading.
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disabled.
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the changed loading algorithm thought it was already finished.
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of loading one (semi-)random vehicle at a time:
- Now it is really FIFO.
- When there is enough cargo to fill the first vehicle in the queue, the next vehicle in the queue start loading (and the next when ....).
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handling.
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generally loading/unloading will happen fifo, but there are no guarantees on the FIFO-ness. For (better) FIFO guarantees you still need to use improved loading.
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and we are currently (un)loading.
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roads of the users, even in case of "No Road" layout (skiddl13)
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with callback 36. This is set on construction for ships and roadvehicles, and whenever carriages are attached for trains.
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perfectly valid... (fixes dbsetxl refits again...)
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