Age | Commit message (Collapse) | Author |
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as it assumed a lower maximum catchment area than the real maximum catchment area. Based on a patch by PhilSophus.
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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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templates. This gives up to 10% performance increase in games with lots of vehicles.
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spotted by SmatZ.
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the functions for those tile types.
-Codechange: barren the rail grounds on terraforming.
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to save and load private and protected variables in the vehicle struct.
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Vehicle->SetNext() so we can trap instances that change a next pointer and (in the future) update the first/previous pointers based on that.
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a depot.
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regained an old bug: buffer-overflow when moving window to far bottom-right.
-Note: we no longer cheat on not drawing the last line in smallmap, this time we created a more elegant fix
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determined. Patch by nycom.
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make it possible to push the tile type specific terraforming requirements out of the generic part of the terraforming code. Patch by frosch. For more information take a look at FS#1147.
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(controlled from the interface tab in the patch window)
This only works with the cocoa drivers (you will use the cocoa drivers unless you manually switched to SDL and compiled yourself)
Note: if control-click is selected, then the ingame control-click (like presignals and such) will be command-click
Requested and tested by ln- (so he should be blamed if this goes wrong :P )
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a vehicle. Patch by nycom.
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representative and more fitting of trunk's naming convention (skidd13)
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group. Patch by frosch.
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simplifications to the terraforming code. Patch by frosch.
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code... thanks to glx for spotting it.
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CcClone(Aircraft|RoadVeh|Ship|Train) in favour of CcCloneVehicle.
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same forwat so we can display it.
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"methods" custom to each vehicle to determine whether the vehicle is crashed.
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current game logic does not like; in the list of vehicles loading at a station when the vehicle is not actually at the station.
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cargo too.
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that happens when an industry uses a special gfx index (tile spec 0xFF). This 0xFF is the sentinel of a special check done for oil rigs, where water need to be around, but no tile will be constructed on it.
Problem is that the upper limit of gfx tiles is currently at 175. So, of course the system will assert with 255 ;)
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non-transparant when the other catenary was drawn transparant. Patch by smatz.
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was considered when distributing vehicles.
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croatian - 1 fixed by knovak (1)
finnish - 4 changed by tonihele (4)
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(properly) use a road stop still tried to go to that road stop.
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counterpart(GetTranslatedIndustryTileID) of getindustileid of TTDPatch. This allows to ensure that the ID of a tile (taken out of the map or not) is still a valid one regarding the possible override it may have been flagged to.
It is not the strict same thing, but is what we need regarding the slightly different approach we took for newindustries.
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AfterLoadCountBuildings function and use the main loop of CheckhouseIDs instead
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doesn't fit in the screen), make sure to move the viewport too if we are an extra viewport (spotted by Maedhros)
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croatian - 9 fixed, 13 changed by knovak (22)
italian - 10 fixed by lorenzodv (10)
japanese - 5 fixed by ickoonite (5)
polish - 10 fixed, 1 changed by meush (11)
slovak - 77 changed by lengyel (77)
spanish - 5 fixed by eusebio (5)
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of errors than usefull.
So now, it will be better to jump to the overriden tile when it is been marked as an override
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value that cannot be legal.
This avoids the forest of coal mine error in the futur
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behave as prop 0x08 of industry. Therefore, do not disable the old industry with value of 0xFF. Not a bug fix, just a spec compliance correction...
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there were already two stations with a "more than default" rating as no cargo would be moved to the station to be picked up.
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AI does not support them.
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function and variables.
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still loading, changing the current order of the loading vehicle caused a crash. This could happen with removing docks and oil rigs.
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brazilian_portuguese - 10 fixed by tucalipe (10)
bulgarian - 1 fixed by thetitan (1)
dutch - 99 changed by habell (99)
estonian - 10 fixed, 2 changed by kristjans (12)
finnish - 3 fixed by kerba (3)
german - 10 fixed, 2 changed by Timwi (2), Neonox (10)
slovak - 10 fixed by lengyel (10)
slovenian - 10 fixed by Necrolyte (10)
ukrainian - 10 fixed by mad (10)
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time) and 68 of Variational Action 2 for Industries
-Fix: a very few codestyle/comments-typo changes
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articulated
road vehicle, so don't check any other parts when testing if the vehicle is
stopped inside a depot.
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