Andreas Schmitt
8b66ebd4f0
Add auto named group generated when dropping a vehicle onto new group button
3 years ago
Andreas Schmitt
669770f209
Fix a few issues and reset everything on start of new game
3 years ago
Andreas Schmitt
86cfefba08
Fix signed unsigned overflow
3 years ago
Andreas Schmitt
c1bf236a26
Rewrite the ATC logic
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Now signals store speed information with a timeout for this data's validity
3 years ago
Andreas Schmitt
61669868bf
Removed change and updated signal count
3 years ago
Andreas Schmitt
5d20b9397c
Revert "Try something"
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This reverts commit 475a097f36a70383d50ee68dac38b5ce087a1eb1.
3 years ago
Andreas Schmitt
02278f7a6f
Try something
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This doesn't work but hey... it's broken already in combination with realistic breaking
3 years ago
Andreas Schmitt
debc504e59
Add a setting for train speed adaptation
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Prior to this change, without realistic breaking, trains would continuously run into the train in front of them. This makes them adjust their speed based on trains in front of them
3 years ago
Andreas Schmitt
49226eac5d
Fix some compiler warnings regarding types
3 years ago
Andreas Schmitt
4c795b44be
Adjust text colors
3 years ago
Andreas Schmitt
d954c461b0
Add information about vehicle loads and speeds
3 years ago
Andreas Schmitt
081131c298
Make final adjustments and cleanup
3 years ago
Andreas Schmitt
58c00d169e
Adjust OnClick
3 years ago
Andreas Schmitt
790b73ea3d
Cleanup some code
3 years ago
Andreas Schmitt
92276518dd
Adjust further to new API
3 years ago
Andreas Schmitt
40c9be0c02
Fix sorter functions
3 years ago
Andreas Schmitt
7ffd65c3e6
Add initial implementation
3 years ago
Woelfi Von Wolfhausen
6005425c09
Fix typos
3 years ago
Jonathan G Rennison
c922f361b8
Fix truncation of arctic tree probability distribution
3 years ago
reldred
0eb32a55f9
change the tree line width for arctic tree line patch from 20 to 64
3 years ago
Jonathan G Rennison
9f56818ca7
Fix display of high freeform edges at north edges in viewport map mode
3 years ago
Jonathan G Rennison
2f350ff6ef
Merge pull request #277 from telk5093/jgrpp
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Update: Korean translation
3 years ago
Jonathan G Rennison
3e66ffead0
Saveload: Allow threaded saves in network server mode
3 years ago
Jonathan G Rennison
ad15d4fd8f
Fix thread safety issues in network admin socket console logging
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See: https://github.com/OpenTTD/OpenTTD/issues/9388
3 years ago
Jonathan G Rennison
87948d8029
Thread: Adjust checks for whether current thread is the game thread
3 years ago
Jonathan G Rennison
4577b547ea
Fix nullptr dereference when autoreplacing vehicle with no orders
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In GetIncompatibleRefitOrderIdForAutoreplace
3 years ago
TELK
94d2438d3d
Update: Korean translations till 428136f
3 years ago
TELK
cbdba03378
Update: Korean translation for PR#268, 271, 274, 275
3 years ago
TELK
fdc3818a71
Update: Korean translation for pbs_safe_wating
3 years ago
Jonathan G Rennison
6c7fccff5d
Reduce duplication of GetTileZ calls in tree placement
3 years ago
Jonathan G Rennison
428136fa97
Merge PR #278 (improved trees) into jgrpp
3 years ago
Jonathan G Rennison
82fa6ed711
Whitespace adjustments
3 years ago
Andreas Schmitt
d719b09cf0
Tweak the dispersed spreading a bit more
3 years ago
Andreas Schmitt
f944c9e7ba
Reduce building of cacti
3 years ago
Andreas Schmitt
fe3c5d0330
Add another sparse tree growth area above the snow line and prevent that area from overgrowing
3 years ago
Andreas Schmitt
6c2152045a
Fix banding issue in artic tree range
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Using tile index for randomization is a very very very bad idea
3 years ago
Andreas Schmitt
3b4cbd3323
Improve tree placement
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Prior to this change, trees tended to either cover the entire map like an ancient forest, or alternatively you turn off their growth which breaks industry. Furthermore there are these ugly random tree clumps at the beginning of the game which look like squares on the map someone placed there.
This change adds a new tree placing setting which removes the ugly random clumps and only slightly modifies the initial placement. The actual growth causes trees to bunch up in higher levels as usual but on the lower 4 levels their growth works differently. The number of trees per tile is limited and the trees spread out over a wider area instead of only to the neighboring tile. That spreads them out more and makes for a nicer look.
This also allows cacti to spread, since they can now use that same algorithm and avoid bunching up, but spread as they should.
3 years ago
Jonathan G Rennison
ac9749d015
Merge PR #283 (max city height) into jgrpp
3 years ago
Jonathan G Rennison
24834c86f7
Allow changing max town height level setting in-game (for town founding)
3 years ago
Andreas Schmitt
5fe1963feb
Lower minimum to 2
3 years ago
Andreas Schmitt
a17efcd7d5
Introduce setting for a max height level for towns
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Prior to this change, the game tended to place towns on mountain tops. Realistic heightmaps had limitations because of this.
This change allows the player to specify that the towns should be generated in the valleys.
3 years ago
Jonathan G Rennison
073d3bb88c
Merge PR #272 (public roads) into jgrpp
3 years ago
Andreas Schmitt
c475fb12c0
Add sanity check
3 years ago
Andreas Schmitt
7a0150735e
Adjust the cost function again for better bridge and tunnel use
3 years ago
Andreas Schmitt
d4fd7f62d1
Build a couple of cycles in the network by connecting each town to the three closest ones in its network
3 years ago
Jonathan G Rennison
f53ed56200
Increase bridge/tunnel per-tile cost
3 years ago
Jonathan G Rennison
3a67065332
Add a build public roads button to the scenario editor
3 years ago
Jonathan G Rennison
9683676df1
Use GetTileMaxZ for slope cost check to avoid overly penalising foundations
3 years ago
Jonathan G Rennison
5e7b8ccd43
Only calculate input points once in IsBlockedByPreviousBridgeOrTunnel
3 years ago
Jonathan G Rennison
90e75871ad
Fix bridge/tunnel building not using DC_AUTO
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This could result in existing infrastructure being removed at
the bridge/tunnel far end
3 years ago