Commit Graph

525 Commits

Author SHA1 Message Date
Charles Pigott
dd798d688b
Fix #8919: Release builds with asserts enabled (#8925) 2021-04-01 23:57:49 +01:00
Patric Stout
fece1c57ca
Codechange: Suppress warnings when asserts are disabled (#8917) 2021-04-01 11:16:19 +02:00
frosch
4ce941bbc2 Codechange: turn a constant variable into a real constant. 2021-02-14 23:14:07 +01:00
SamuXarick
a4035af337
Codechange: Apply coding style (#8640)
* Fix: Missing or needed spaces

* Codechange: Remove space

* Codechange: Remove space

* Codechange: More missing spaces

* Codechange: Missing spaces

* Codechange: Remove space

* Codechange: Remove space
2021-02-05 11:00:36 +01:00
Tyler Trahan
1dda7d6486
Fix: don't walk out of the map when trying to build tunnels (#8600) 2021-01-31 10:04:22 +01:00
SamuXarick
8da5cff210
Fix #8462: Don't check whether to grow a town road on water (#8471) 2021-01-09 12:18:31 +01:00
Patric Stout
8e6574dcdb
Revert 78f92130: "Fix #8506: Towns shouldn't add junctions to NewGRF roads they cannot build (#8535)" (#8541)
As per https://github.com/OpenTTD/OpenTTD/pull/8535#issuecomment-757122918,
jumped the gun here.
2021-01-09 12:14:23 +01:00
Tyler Trahan
b0456669c9
Fix #8506: Towns shouldn't add junctions to NewGRF roads they cannot build (#8535) 2021-01-09 10:06:31 +01:00
Tyler Trahan
b08c66a796
Fix 7bdfb38: Drive-thru road stations can be connected at either end (#8528) 2021-01-08 18:56:39 +01:00
Tyler Trahan
9c0da686da
Add: Towns can build tunnels (#8473) 2021-01-08 18:32:44 +01:00
Charles Pigott
9b800a96ed
Codechange: Remove min/max functions in favour of STL variants (#8502) 2021-01-08 11:16:18 +01:00
Patric Stout
c7609e767f
Fix #7604: prevent houses to wander too far from town center when rebuilding (#8507)
When a multi-tile house is rebuild, it always used the most northern
tile to build the new house. This can very easily lead to houses
wandering off in the north-ish direction (either NW or NE).

To prevent this, pick the tile closest to town center when rebuilding
on a multi-tile house. This still means a house can be build away
from a road, but it is no longer wandering around finding another
town to call home.
2021-01-07 08:01:23 +01:00
Patric Stout
a4e34e824c Change: towns can now bridge 4 rails (up from 3)
Having 4 rails is a pretty common design, and towns now couldn't
bridge out of this common design.
2021-01-06 21:39:34 +01:00
Didac Perez Parera
64eddaeb49 Feature: Make maximum length of town bridges depend on population. 2021-01-06 21:39:34 +01:00
Charles Pigott
860c270c73 Codechange: Replace assert_compile macro with static_assert 2020-12-27 10:55:42 +00:00
Tyler Trahan
7bdfb382a8
Change: Towns don't build dead-end road bridges (#8401) 2020-12-25 00:37:13 +01:00
dP
7045186594 Change #8159: Remove now unused town cargo caches without bumping the savegame version 2020-06-28 18:23:59 +02:00
Yexo
a82572d0f5 Codechange: remove has_newhouses global 2020-06-01 22:46:06 +02:00
Michael Lutz
63ccb36ef3 Codechange: Use std::string for most of the user-settable custom names. 2020-05-21 20:02:34 +02:00
dP
93d1d8773f Fix: Desync after house replacement 2020-05-18 09:05:39 +01:00
dP
f2a9a1e2a5 Fix #8137: New clients can't join (desync) after funding an industry 2020-05-13 08:43:01 +01:00
dP
7bd52970a1 Codechange: Refactor FindStationsAroundTiles to avoid code duplication 2020-05-13 08:43:01 +01:00
Jonathan G Rennison
c3223903ed Codechange: Cache resolved town, station and industry name strings 2020-01-12 19:37:43 +00:00
Jonathan G Rennison
22ba048c89 Change: Only resort town directory window on population change if necessary 2020-01-12 19:37:43 +00:00
glx
39e6247bec Fix #7899, 196d5868: don't trigger filter changes more than expected 2020-01-05 22:51:27 +00:00
Niels Martin Hansen
f401622149 Feature: Script API to change town rating of companies 2020-01-04 19:07:13 +01:00
glx
ee7a8eebca Codechange: Replace FOR_ALL_TOWNS with range-based for loops 2019-12-21 20:13:03 +01:00
glx
514565fad6 Codechange: Replace FOR_ALL_OBJECTS with range-based for loops 2019-12-21 20:13:03 +01:00
glx
00c2a98cf3 Codechange: Replace FOR_ALL_INDUSTRIES with range-based for loops 2019-12-21 20:13:03 +01:00
glx
fa9769f81a Codechange: Replace FOR_ALL_DEPOTS with range-based for loops 2019-12-21 20:13:03 +01:00
glx
ddabfed1cd Codechange: Replace station related FOR_ALL with range-based for loops 2019-12-21 20:13:03 +01:00
glx
3a14cea068 Codechange: Replace FOR_ALL_COMPANIES with range-based for loops 2019-12-21 20:13:03 +01:00
Niels Martin Hansen
9900af38f5
Fix #7847: Use ViewportSign coordinates for sign Kdtree coordinates (#7849)
Ensure the same coordinates are used for station/town/player signs regardless of how the landscape changes below it after the coordinates were first determined.

By keeping track of whether each ViewportSign is valid for Kdtree use (and only ever registering the viewport sign when the object is valid) a lot of code can be simplified and become more robust at the same time.
2019-12-01 23:17:33 +01:00
frosch
61dba850af Revert #7837, 7e22f243e: OpenTTD tries to replicate the original game mechanics.
Making numbers look nice and correlate is no goal, and in this case they actually did not correlate.
2019-11-20 08:01:37 +00:00
Yourself
7e22f243ed Fix: typo in town growth rates (#7837) 2019-11-18 16:20:47 +01:00
S. D. Cloudt
13cc8a0cee Cleanup: Removed SVN headers 2019-11-10 17:59:20 +00:00
Gabda
b870596f15 Add #6887: Option to show zone inside local authority boundary of towns
Can be found at town information > local authority window
Layout for button is same as Graph Keys
Turn on/off for every town individually
2019-08-17 21:45:20 +01:00
peter1138
c02ef3e456 Feature: Add NotRoadTypes (NRT) 2019-05-01 21:36:27 +02:00
Charles Pigott
5b34c8019f Codechange: Remove Company/OwnerByte types 2019-04-29 17:40:22 +01:00
Charles Pigott
f20b75d712 Codechange: Remove TownLayoutByte type 2019-04-29 17:40:22 +01:00
Henry Wilson
7c8e7c6b6e Codechange: Use null pointer literal instead of the NULL macro 2019-04-10 23:22:20 +02:00
Niels Martin Hansen
cebdd72146 Fix #7440: Remove town sign when deleting town, not add it once more 2019-04-02 09:46:33 +02:00
Henry Wilson
cc62f4163f Cleanup: Remove unused size template parameters from SmallMap and Auto[Free|Delete]SmallVector 2019-03-26 20:15:57 +00:00
Henry Wilson
bfd79e59dc Codechange: Replace SmallVector::Clear() with std::vector::clear() 2019-03-26 20:15:57 +00:00
Gabda
dea7f078f4 Codechange: Update town sign on population change only when population is shown (#7368) 2019-03-12 19:12:34 +00:00
Niels Martin Hansen
e8d397e4ee Codechange: Make a merged k-d tree index of all viewport signs 2019-03-09 20:27:11 +01:00
Niels Martin Hansen
d84b67e54d Codechange: Make a k-d tree index of stations 2019-03-09 20:27:11 +01:00
Niels Martin Hansen
7b56be0f3a Codechange: Make a k-d tree index of towns 2019-03-09 20:27:11 +01:00
Peter Nelson
8b1b3fd0f9 Feature: Non-rectangular sparse station catchment area. 2019-03-09 16:33:47 +00:00
Niels Martin Hansen
52572cafa6 Add: Option for population-linear town cargo generation
Introduce a new default algorithm for town cargo generation (passengers and mail), and a game setting to choose between the new and original algorithm.

The original town cargo generation algorithm has the property of the generated amount relating to the square of each building's population, meaning large towns easily produce more cargo than can realistically be transported. The problem is excessive cargo is amplified if playing with cargodist.

The new algorithm introduced instead has a linear relation to the population. The result is that smaller towns will produce slightly more cargo, while the largest towns will produce about a fourth of what they would with the original algorithm.

Existing savegames will use the original algorithm, while new games will default to the new algorithm.
2019-03-04 20:19:44 +01:00