Implement bidirectional mode for signals on bridges/tunnels

This commit is contained in:
Jonathan G Rennison
2018-06-17 04:27:03 +01:00
parent d03139b241
commit 814f9f7e0f
15 changed files with 170 additions and 71 deletions

View File

@@ -1288,6 +1288,9 @@ STR_CONFIG_SETTING_POPULATION_IN_LABEL_HELPTEXT :Display the pop
STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS :Thickness of lines in graphs: {STRING2}
STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT :Width of the line in the graphs. A thin line is more precisely readable, a thicker line is easier to see and colours are easier to distinguish
STR_CONFIG_SETTING_ADV_SIG_BRIDGE_TUN_MODES :Enable signals on bridges/tunnels advanced modes: {STRING2}
STR_CONFIG_SETTING_ADV_SIG_BRIDGE_TUN_MODES_HELPTEXT :Enables use of advanced modes of signal simulation on bridges and tunnels. When disabled, bridges/tunnels which are not already in an advanced mode cannot be changed to an advanced mode, however other players may choose to enable this setting and use an advanced mode.
STR_CONFIG_SETTING_LANDSCAPE :Landscape: {STRING2}
STR_CONFIG_SETTING_LANDSCAPE_HELPTEXT :Landscapes define basic gameplay scenarios with different cargos and town growth requirements. NewGRF and Game Scripts allow finer control though
STR_CONFIG_SETTING_LAND_GENERATOR :Land generator: {STRING2}