Commit Graph

13 Commits

Author SHA1 Message Date
tron aada042d57 (svn r5136) Fix various style bugs:
- Trailing whitespace
- Trailing empty lines
- Missing newline at EOF
- Missing svn:eol-style native
2006-06-05 18:10:43 +00:00
peter1138 ce90b70a41 (svn r5087) - NewGRF: Fix thinko in returning a calculated callback result 2006-06-03 19:17:34 +00:00
peter1138 ae8f4f8d9a (svn r4960) - NewGRF: explicitly handle unsupported variables, instead of returning -1. 2006-05-23 19:36:50 +00:00
peter1138 afd69f53f5 (svn r4895) - NewGRF: don't allocate memory for any sprite groups until it is actually needed. 2006-05-17 07:16:49 +00:00
peter1138 8fa9ff068f (svn r4784) - NewGRF: shuffle the mix of signed / unsigned types when dealing with var adjusts. Fixes issues with some station layouts. 2006-05-08 17:47:35 +00:00
peter1138 27e7fbaaa0 (svn r4741) - NewGRF: use the correct variable type for the random bit mask 2006-05-04 19:42:50 +00:00
peter1138 4ef1033287 (svn r4714) - NewGRF: simplify evaluation of 'real' sprite groups. 2006-05-03 15:46:21 +00:00
peter1138 19e3eb6f3c (svn r4616) - NewGRF: when evaluating a variable adjustment, give our value the correct type after rather than before it has been adjusted. 2006-04-29 07:26:57 +00:00
peter1138 7273bd490d (svn r4611) - NewGRF: introduce new vehicle sprite group resolver code. This also fixes some known bugs (e.g. the 'Standard Five' in UKRS is now the correct colour) 2006-04-28 20:04:57 +00:00
peter1138 5b5dec4f55 (svn r4601) - NewGRF: after evalutaing a 'real' group, return the chosen group directly instead of resolving it as only callback and spriteid groups are returned. 2006-04-27 23:33:38 +00:00
peter1138 2f3401b487 (svn r4594) - NewGRF: introduce the basic sprite group resolver. This code isn't used yet. 2006-04-27 19:53:58 +00:00
peter1138 2f01c7d990 (svn r4583) - NewGRF: Revamp sprite group loading to support advanced varadjusts and variable size. These are not yet processed, however. 2006-04-26 20:44:28 +00:00
peter1138 92d8af75db (svn r4486) - NewGRF: Create and use a memory pool to manage sprite groups. This
reduces the amount of house keeping we do and the chance of memory 
leaks.
2006-04-20 20:51:57 +00:00