[buildvehicle] focus_filter_box = F [dockstoolbar] canal = 1 lock = 2 demolish = 3 depot = 4 dock = 5 buoy = 6 river = 7 aqueduct = 8,B [industrydirectory] focus_filter_box = F [global] quit = META+Q,CTRL+Q abandon = META+W,CTRL+W console = BACKQUOTE bounding_boxes = ...
dock_gui.cpp driver.cpp driver.h economy.cpp economy_base.h economy_func.h economy_type.h effectvehicle.cpp effectvehicle_base.h effectvehicle_func.h elrail.cpp elrail_func.h engine.cpp engine_base.h engine_func.h engine_gui.cpp engine_gui.h engine_type.h error.h e...
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Fix multiplayer desync after a raise land action removed a water object next to a dock. Fix wrong water infrastructure total and multiplayer desync after building canal/river over a canal tile with an object on it. Fix adding a new scheduled dispatch schedule not updating the window in multipla...
- Fix: When building a lock on DC_AUTO-removable water-based objects, the water class was always set to canal [FS#6264] (r27254) - Fix: When crossing tram tracks with railroads, cost of extra roads was not being counted [FS#6282] (r27253) ...
override + void OnClick([[maybe_unused]] Point pt, WidgetID widget, [[maybe_unused]] int click_count) override { switch (widget) { case WID_DT_CANAL: // Build canal button @@ -453,7 +453,7 @@ struct BuildDocksStationWindow : public PickerWindowBase { } } - void OnClick([[may...
if (v != NULL) v->animation_substate = dir; } static void TileLoop_Industry(TileIndex tile) { if (IsTileOnWater(tile)) TileLoop_Water(tile); /* Normally this doesn't happen, but if an industry NewGRF is removed * an industry that was previously build on water can now be flooded...
bridge_signal_map.h" #include "../water.h" #include "saveload_internal.h" #include <signal.h> #include <algorithm> #include "../safeguards.h" extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY); /** * Makes a tile canal or water...