Age | Commit message (Collapse) | Author |
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new fields in the future.
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missed out because the patch was so huge. Thanks to Tron for pointing out the command of diff to ignore whitespace-only changes (--diff-cmd diff -x -ub)
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Also replaced the SPTR_STATUE_GROUND by the more obvious SPR_CONCRETE_GROUND in unmovable_cmd.c. No functional changes except for commenting out PALETTE_RECOLOR_SPRITE in table/sprites.h. (Belugas)
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class. Also fix typo in r3384.
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- CodeChange: adhere the global variables in autorail.h to the coding style (eg. start with underscore).
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-Indentation
-Whitespace
-DeMorgan's Law
-Test with NULL or 0 for non-booleans
-'\0' instead of 0 for chars
-Remove redundantly redundant comments (like DoFoo(); // Do foo)
-Join multiple short lines with a single statement
-Split single lines with multiple statements
-Avoid assignments in if
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by cargo classes.
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about accepted goods of industry tiles, instead of magic numbers
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That's seven more free sprite slots, yay!
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adding/using some sprite enums
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newgrf's where loaded. Thanks Tron for explaining what the problem was and how it should be solved.
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default save/load directory based on the dialog (added icon to openttd.grf, introduced FIOS_TYPE_DIRECT that allows arbitrary directory jumping).
- Fix: on Win32 capitalize the drive-letter in the saveload dialog windows when it is first opened.
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comments, excess empty lines, minor other changes
nothing spectacular, just some stuff, which piled up
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removed two arrays that are not referred to
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of manual shifting/anding
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engines and wagons
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sprite list
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numbers, but fetch them from the central rail info array.
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magic numbers, but fetch them from the central rail info array. This is a preparation step for electrified rails
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climates
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them so NewGRF data can be loaded without wiping out the default data.
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scattering it in several unrelated files
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-This allows a player to clone an excisting vehicle of his own
-[fix]: this uncovered an excisting bug in CmdBuildRailVehicle() where depots could build trains of the wrong track type. This is fixed
-Thanks to Celestar for drawing the sprites and _luca_ for including them in openttd.grf
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from table/sprites.h. You can now change the number of bits used for sprites and switches in the SpriteSetup enum and the rest should work automagically. Can be used to increase the number of active sprites to 2^19 in case there are no colortables (recolor sprites) in any newgrf. We should possibly move the the colortables to an own list, but how to detect them in a newgrf.
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some #ifdefs and #includes for the Windows build
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numbers
by enums. There remains work in gfx.c to move the "transparency" and
"recolor" bits around to make space for more sprites. However, 2800
additional sprites can now be loaded. There also remains cleanup and
Doxygen work on many of the header files.
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files and move them into subfolders.
This results in shorter and hopefully easier to maintain files.
Note: I had to change paths in #include statements of some unrelated files, because I added the ottd base directory to the include path (-I.)
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bitmask, so
that railtypes do not be in ascending order of appearance. Allows easier
implementation or more railtypes
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know what line represents what vehicle (I hope I didn't mess that up). Added some comments while I'm at it and include the table/ directory in the Doxygen generation
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suffice. (ludde)
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multiple trains within the same signal block, provided their paths dont intersect. For this the block must have all exit and entry signals be pbs signals. Place these by ctrl-clicking 4 times on a normal signal.
- Feature: [pbs] Implement autoplacement of pbs blocks, when a block has an entry and an exit pbs signal, covert the entire block to pbs. Can be turned off in the patch settings.
- Feature: [pbs] Allow showing of reserved status by making the tracks darker, when the pbs debug level is at least 1.
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rail drawing code, and placed neatly into arrays and enums. This also makes way to implement more railtypes without having to do tons of ugly hacks.
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and the callback that goes with it.
- Codechange: Remove some magic numbers (PALETTE_CRASH)
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into trunk. This also implicitely fixes the bug where the game would crash in certain resolutions with certain minimap masks when dragged partly outside the game-area.
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