Age | Commit message (Collapse) | Author |
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mutual exclusive
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tiles in the depot
-Fix [FS#4461]: don't count the number of vehicles but the length of vehicles to (configurably) limit train length
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tunnel length setting
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could be subverted by distant join
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useless; just don't use depot orders or timetabling if you don't want to use it
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vehicle view
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for uniform stations has been broken for over a year
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with the command to remove companies
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when adding more than one variable
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catalan - 1 changes by arnau
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the one with lowest index
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destroyed by an UFO while on a bridge
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crashed in a tunnel entry, or with vehicles reversing there
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reverses while overtaking, so abort the overtake attempt when reversing the road vehicle
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the magic from its numbers
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overtaking
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are cleared afterwards during savegame conversion
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maltese - 22 changes by peter88823
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a tunnel upon savegame load (SmatZ)
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turkish - 32 changes by leventpasha
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when overbuilding stops of the opposite road type.
-Change: Build only the required road/tram bits when building stops with drag and drop.
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over trams.
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before committing.
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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.
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vietnamese - 81 changes by myquartz
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scenario editor if the ground changed and thus the required cargos for town growth
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portuguese - 5 changes by JayCity
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vehicle-related functions.
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-Cleanup: Avoid conversions to Train and RoadVehicle that are no longer required.
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needed by some Vehicle functions.
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basque - 25 changes by Thadah
greek - 6 changes by fumantsu
spanish - 1 changes by Terkhen
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give more money than removing and rebuilding cost
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server" window (adf88)
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basque - 28 changes by Thadah
indonesian - 15 changes by adjayanto
japanese - 11 changes by kokubunzi
luxembourgish - 250 changes by Phreeze
brazilian_portuguese - 130 changes by Luis_Mizuchiro
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acceleration to work properly can sometimes be more than the (temporary) maximum speed causing Clamp to "fail". Make sure that the minimum speed always overrules the maximum speed
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RoadVehicle::UpdateSpeed (to match the naming used by Trains), and make use of the algorithm implemented in GroundVehicle
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a function in GroundVehicle
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