Age | Commit message (Collapse) | Author |
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We should keep the list in sync with the build command as hacked clients can avoid a block in the GUI only
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for a certain vehicle type. We have a function to do that
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games because the static buffer used for name conversion is overwritten in the callback function.
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aren't the same (even though they both tell if it's a plane or helicopter)
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Adapt GetClosestStationFromTile() more to the way it is used:
- All but deleted stations get filtered later, so do not include non-deleted station in the first place
- Remove the two parameters, which are the same for all callers
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A spectator cannot build stations, so do not include a special case for him
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-Codechange: Use a more generic test, which tests the allowed aircraft instead of hardcoding the airport type numbers, to generate station names
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-Codechange: Allow goto station orders to public stations in general, not just oilrigs (though this is the same till now)
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Cloning were unaware that articulated locomotives could refit without refitting the front unit
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that can't use the airport in question
Now it's even better than ever because unless the no jetcrash cheat is enabled, the small airports will not show fast aircraft
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the depot window
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operator applied to unsigned type, result still unsigned'
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-Codechange: Do not hardcode the catchment radius of airports, but hold the information in AirportFTAClass
-Fix (r979): The default AI tested possible airport locations with a fixed catchment radius instead of the radius of the to be built airport
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into the cmd code.
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afrikaans - 1 changed by TrueTenacity (1)
brazilian_portuguese - 1 fixed, 1 changed by fukumori (2)
bulgarian - 4 fixed by groupsky (4)
dutch - 3 fixed by habell (3)
esperanto - 3 fixed by LaPingvino (3)
finnish - 5 fixed by kerba (5)
icelandic - 15 fixed, 30 changed by scrooge (45)
italian - 3 fixed by sidew (3)
norwegian_bokmal - 13 fixed by oletk (13)
turkish - 3 fixed by jnmbk (3)
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Don't do bogus initialisations and prefer simpler code
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on approach direction. Note: they're not yet used, but will be soon
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simular to timidity via extmidi)
[PSP] -Add: added PSP specific code for libtimidity. libtimidity code is based on the work of Turulo. Tnx a bunch!
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almost UNIX, just it needs more includes ;)
(or more, it compiles, if it works is a whole other story ;))
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Abbreviate GetAirport(st->airport_type) to st->Airport()
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Do not handle a special case for goto hangar orders to oilrigs - they do not have a hangar anyway
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is a single-headed. Only do it if it previously had no power and that now there is. Or something...
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compilation error
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error under Win32. Changed to AIRPLANES
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too many lines in build vehicle windows and crash the game
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-Codechange: Do not hardcode the airports with a short airstrip anymore, but make it a flag in AirportFTAClass
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-Codechange: Make the encoding of accepted aircraft types of airports a bit more sensible and move the enum into struct AirportFTAClass
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EngineID with certain newGRF sets
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and assert the vehicle type in that function. Not a critical error, but it does increase game performance by up to 10% when playing a large game (many vehicles) with aircraft/road vehicle newgrfs loaded.
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-Codechange: Add a Z adjustment attribute for helicopter pads to AirportFTAClass to get rid of some special cases for oilrigs and heliports
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american - 3 fixed by WhiteRabbit (3)
brazilian_portuguese - 2 fixed, 7 changed by tucalipe (9)
czech - 3 fixed, 3 deleted, 1 changed by Hadez (7)
estonian - 3 fixed by vermon (3)
french - 3 fixed, 13 changed by Skiper (16)
german - 3 fixed by moewe2 (3)
icelandic - 122 fixed, 11 changed by scrooge (133)
polish - 3 fixed by meush (3)
portuguese - 3 fixed by izhirahider (3)
simplified_chinese - 3 fixed by Fishingsnow (3)
slovenian - 3 fixed, 1 deleted by Necrolyte (4)
spanish - 4 fixed by eusebio (4)
swedish - 4 fixed by daishan (4)
traditional_chinese - 3 fixed by sam0737 (3)
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robust and add roadstops.grf to the list of required grfs.
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switch case (glx)
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spec with the guidelines in debug.h.
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MP_WATER, we do not (tiles with one corner, or steep tiles), so check and fix these tiles.
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TTD(P) games, failing to load them
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afrikaans - 114 fixed by TrueTenacity (114)
bulgarian - 5 fixed by kokobongo (5)
catalan - 3 fixed by arnaullv (3)
dutch - 3 fixed by habell (3)
russian - 3 fixed by DarkFenX (3)
ukrainian - 3 fixed, 1 deleted, 12 changed by mad (16)
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work of mart3p.
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blocks are stored
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template functions. Fixes a problem with MSVC and 64-bit shifts.
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removal of some (by now) redundant comments.
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afrikaans - 112 fixed, 3 changed by TrueTenacity (115)
catalan - 1 fixed by arnaullv (1)
czech - 3 deleted by Hadez (3)
slovak - 64 changed by lengyel (64)
traditional_chinese - 8 changed by thomasau (8)
ukrainian - 9 changed by mad (9)
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refactor RoadStop::AllocateBay to remove a loop condition. Suggestions by Tron.
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we are shifting the bitmask.
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