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Diagonal tunnels and bridges. #7696

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wants to merge 402 commits into from
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Diagonal tunnels and bridges. #7696

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gbomfim
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@gbomfim gbomfim commented Aug 14, 2019

Is it possible to implement tunnels and diagonal bridges, as are the rails?

LordAro and others added 30 commits March 27, 2019 06:58
finnish: 2 changes by hpiirai
english (us): 17 changes by Supercheese
luxembourgish: 10 changes by Phreeze
dutch: 20 changes by JanWillem
norwegian (bokmal): 2 changes by Leifbk
latin: 16 changes by Supercheese
portuguese: 3 changes by JayCity
Display of industry production around tiles (as shown when placing a station)
did not take account of the station catchment changes, so still showed production
from an industry even if it was not covered by a tile.

This is fixed by making a set of nearby industries that are covered, instead of
looping over all possible industries.
Const and non-const Find() have different return types.
luxembourgish: 29 changes by Phreeze
russian: 2 changes by Lone_Wolf
latin: 4 changes by Supercheese
portuguese: 1 change by JayCity
…ound, so use it. (#7427)

Previously the distance was thrown away, only to be expensively recalculated again.
korean: 14 changes by telk5093
italian: 25 changes by lorenzodv
portuguese: 3 changes by JayCity
…or legibility against darker blue of sea introduced by #7436
…er references. (#7431)

Linkgraph nodes require a specific order that was maintained by swapping just the last
element for the node to be removed. std::vector::erase() changed this to removing the
node is then shuffling the remain items down, which upsets other references to this
indices.

This is fixed by switching back to the original swap & pop method.
)

In the autoreplace window, the rail type drop down is for choosing engines
of the given time. Many rail types do not have engines specifically designed for them,
and are merely compatible with other rail types. This list is thus unwieldy and many
options have no engines available.

As this drop down is for choosing _engine_ rail type rather than compatible rail types,
we can list just the rail types explicitly listed by engines.
It is skipped when NPF is in use.
It is trivial to work around by adding and removing dummy orders.
It is mostly alleviated by the ship path cache in YAPF.
english (us): 3 changes by Supercheese
spanish (mexican): 18 changes by Absay
hungarian: 2 changes by Brumi
latin: 33 changes by Supercheese
dutch: 2 changes by JanWillem
french: 19 changes by glx
nielsmh and others added 27 commits July 4, 2019 22:27
The AllRules ruleset causes the VS 2019 editor to litter warning squiggles all over the place, about things that would never be fixed. Limit it to the smallest ruleset available. Warnings shown now mainly concern potential arithmetic overflows.
welsh: 4 changes by kazzie
welsh: 13 changes by kazzie
spanish: 35 changes by lpenap
swedish: 49 changes by daishan
spanish: 80 changes by lpenap
CompanyID is 8 bit wide, so this incorrect cast would make it impossible to create story page elements for pages past 255.
Null pointer dereference occurred when either origin_tile or dest_tile
were waypoint tiles.
Add `getsysdate` console command to display system's local time, which is might be useful to check current time in script logging.
english (us): 2 changes by njn
danish: 2 changes by njn
@LordAro
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LordAro commented Aug 14, 2019

Not by opening a pull request that attempts to merge 1.9 into master, that's for sure

It's been discussed many times in the past, there's a lot of issues with getting it to actually look good, drawing new graphics, and making sure the engine actually supports it

@LordAro LordAro closed this Aug 14, 2019
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gbomfim commented Aug 14, 2019 via email

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