Age | Commit message (Collapse) | Author |
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are build adjacent to them.
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order, otherwise the vehicle would already leaving the station before it knows where the next destination is, making it leave in the wrong way. However, after processing as many conditional orders as there are in the order list it will stop processing them in order to not create an infinite loop.
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query them in the context of network games. This makes it impossible for static NewGRFs to disable non-static NewGRFs and 'bad' things happening because the non-static NewGRF doesn't know about the static NewGRF.
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there
-Codechange: convert smallvector from struct to class
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order on LE and BE machines
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are now drawn until first non-opaque sprite is found (bit 14 not set)
This is to balance performance, code complexity and NewGRF requirements
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destination directly instead. Makes palette animation ~40% faster.
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explanation/documentation of a trickery some would call a hack
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lowered. So small revert
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TTD_[BIG/LITTLE]_ENDIAN is defined
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distinguished struct instead in the data stream for 8bpp-optimized
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as 27. So, it has to be lowered by one, so it can be used as a widget "pointer"
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leftovers of scenario editor one.
Still more go do
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more adaptable, still
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necessarily consecutive.
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Dimension instead of uint16[2] for resolutions
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exactly the value to use.
Even more when it's a parameter.
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-Fix: VL_FIST_SORT should be set after list rebuild too
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with GUIList function calls
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the appropriate function calls
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-Prepare: vehicles sorting for convsersion to GUIList
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resolution sorting
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internal sorters
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CompanyLeagueWindow
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to (SLE_STR)
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variable for Houses.
Or, in more simple terms, the check for the animation frame of nearby house.
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from <string.h>
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-Codechange: Split the sorting code from the sortlist to an appropriate header
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Give proper description of a river tile with the Query Tool.
Extracted (in part) from FS#1884, by Ammler
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savegame so it does not try to execute commands generated in a different savegame, which could be resulting in the AI trying to give orders to stations that do not exist.
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work is required.
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were assigned to the zoom in and out buttons in the scenario editor
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cause deadlocks or crashes
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planetmaker)
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slopes, just in case someone needs them for fallback.
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