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2005-04-08(svn r2170) -fix: [1179457] the industry list can now no longer scroll down ↵bjarni
then the end of the list is reached (Hackykid)
2005-04-08(svn r2169) -Fix: Doing the slot clearing also for crashed road vehicles ↵celestar
(c.f. previous commit)
2005-04-08(svn r2168) - Fix: Various stages of invisible trains, and wrong ↵Darkvater
v->u.rail.track combinations. When a vehicle was sold its (possibly) assigned road slot for multislot was not cleared, thus resulting in a bug confusion. This should fix [ 1178520 ] Assertion failure in ai.c (invalid v->u.rail.track). With big thanks to TrueLight for the demo-recording patch, BJH for the wonderful savegame, Hackykid for his brilliant suggestions of the problem and Celestar for... ehm, making it all possible ;p
2005-04-08(svn r2167) -fix: [autoreplace] trains now get the default cargo type if ↵bjarni
the engine replaced from did not have cargo capacity (instead of refitting to passengers)
2005-04-07(svn r2166) Fixed two warnings in the last commit.matthijs
2005-04-07(svn r2165) - Codechange: [NPF] Properly enummed NPF hash size, it is easily ↵matthijs
changable now. - Codechange: [NPF] Improved the NPF hash calculation slightly. - Codechange: [NPF] Increased hash size, should speed up somewhat.
2005-04-07(svn r2164) - Language: [ 1173684 ] fix some wrong french translations (glx)Darkvater
2005-04-07(svn r2163) - SVN: Set ignore on grfcodec for when you decode/encode grf ↵Darkvater
files there
2005-04-07(svn r2162) - Fix: Tooltips of horizontal scrollbars were wrong; they now ↵Darkvater
say left/right instead of up/down
2005-04-07(svn r2161) - Fix: When resizing a window, the button is also visibly depressedDarkvater
- CodeChange: Use images as arrows in the scenario-date scroller, looks better - Feature: Clicked buttons with images/text now visibly depress their contents when pressed (eg it really seems like the button is moving) - Fix: Fix sprite offsets of the arrow sprites in openttd.grf
2005-04-06(svn r2160) - Fix (Regression): Convert rail failed to work; stupid ↵Darkvater
bitshifts :P (sorry)
2005-04-06(svn r2159) - Fix: [NPF] Road vehicles never found their target station or ↵matthijs
depots (introduced in r2154) - Fix: [NPF] Trains still tried to go through the back of depots.
2005-04-06(svn r2158) [Translations] Updated translations (72 strs/2 langs)miham
2005-04-06(svn r2157) - Feature (request): [ 1166978 ] Focus keyboard on input-box in ↵Darkvater
Multiplayer Menu - Feature: If the to be started server is using a password, draw a red '*' after the set password button to remind the user.
2005-04-06(svn r2156) -Fix: in revision 2104 someone forgot to add a very important ↵truelight
check in GetPrevVehicleInChain; this caused some nasty bugs in depots, like wagons without engines complain about not being stopped, and stuff like that. Hopefully this fixes those problems. With a big tnx to BJH for his perfect demo!
2005-04-06(svn r2155) - Fix: Company value was $2 when value more than an int32 could ↵Darkvater
handle (use max64 instead of max)
2005-04-05(svn r2154) - Fix: [NPF] Vehicles should no longer try to drive through the ↵matthijs
back of depots and road stations. - Add: GetDepotDirection() wrapper function. - Fix: [NPF] Ships can now actually reach buoys.
2005-04-05(svn r2153) - Fix: [ 1173690 ] Path displaying as "C:\\" in saveload window ↵darkvater
win32-only (glx)
2005-04-05(svn r2152) - Fix: Chatbar in MP games is now on-top of the news window.darkvater
- CodeChange: Introduction of SendWindowMessage() where a window can send another window a message (ala windows style msg, wparam, lparam). Messages can be sent by windowclass and by windowpointer. - CodeChange: IsVitalWindow() simplifies a lot of checks for window handling that need to know what windows it can close, or be on top of, etc.
2005-04-05(svn r2151) [Translations] Updated translations (36 strs/2 langs)miham
2005-04-04(svn r2150) [Translations] Updated translations (14 strs/10 langs)miham
2005-04-04(svn r2149) - Fix (Regression): [ 1175877 ] Inputbox of savegamedialog did ↵Darkvater
not have "focus", keyinput went to game. A quick fix for the horrid inputkey-handling.
2005-04-04(svn r2148) - Add: [NPF] Trains can now plan taking into account that they ↵matthijs
can reverse in depots. This makes forced servicing tracks work with NPF.
2005-04-04(svn r2147) - Add: [NPF] Give red presignal exit signals a different ↵matthijs
(higher) penalty, to discourage trains from waiting at presignal exits.
2005-04-04(svn r2146) - Fix: [ 1175973 ] Crash if any key is pressed in startup ↵matthijs
(pkirchhofer)
2005-04-03(svn r2145) [Translations] Updated translations (174 strs/6 langs)miham
[Translations] Also switched to two spaces instead of tabs (Darkvater requested)
2005-04-03(svn r2144) - Fix: AI crash when trying to remove stations with index higher ↵darkvater
than 256.
2005-04-03(svn r2143) - Fix: [ 1175748 ] Wrong Button-Images in scenario-editors ↵Darkvater
landscape-tool (thanks chrishuebsch)
2005-04-03(svn r2142) - Fix: Game no longer crashes when you want to remove a piece of ↵Darkvater
road under a bridge that belongs to the town. TODO: railcrossings store owner somewhere else, put it into _map_owner[]!
2005-04-03(svn r2141) - Fix: Keys now hopefully only activate the right windows. If ↵Darkvater
console/querybox/chatbox is open, all input goes there, if closed to game itself.
2005-04-03(svn r2140) - Fix: [ 1175726 ] Allows rails in scenario editor. Moved both ↵Darkvater
'A' autorail and 'L' Terraform toolbar to their REAL places instead of the global window.
2005-04-03(svn r2139) -fix: "[ 1146215 ] Engine power not updated w/auto replace" ↵bjarni
autoreplace now forces an update of the cache. It should not affect gameplay as the cache is updated each time the train starts moving, it's just an instant update of the detail window
2005-04-03(svn r2138) -Fix: [ 1144154 ] The map has two dimensions, not onecelestar
2005-04-02(svn r2137) - CodeChange: Remove unnecessary preprocessor magicDarkvater
2005-04-02(svn r2136) - Fix: [ 1174313 ] terrain hotkeys nonfunctional in scenario ↵Darkvater
editor (D,Q,W,E,R,T,Y,U fltr) - Fix: 'L' no longer opens ingame terraform bar in scenario editor bar, but the land generator one - Feature: [ 1095110 ] Create Lake and draggable Create Desert tools (initial implementation GoneWacko), also added sticky buttons to land generator and town generator - CodeChange: moved around some of the draggable tools, demystifying them - CodeChange: change CmdBuildCanal to allow for XANDY dragging not only X or Y (only scenario editor) - CodeChange: add some more enums to sprites. - TODO: merge most of the ingame and scenario editor land terraform code. This can only be done after OnClickButton function is changed so it also includes the backreference to the widget being clicked, postponed to after 0.4.0
2005-04-02(svn r2135) [Translations] Updated translations (142 strings to 4 languages)miham
2005-04-02(svn r2134) Return the correct error message if rail is already under a ↵tron
bridge, fix for r2131
2005-04-02(svn r2133) Fix dependency tracking for C++ filestron
2005-04-02(svn r2132) Fix copy&paste bug in r2131tron
2005-04-02(svn r2131) -Fix: Rewrite CmdBuildSingleRail(), this addresses several issues:tron
- Check input parameters for validity - Adhere patch settings - you were able to build foundations under bridges even if foundations where deactivated - Charge for foundations in all cases - foundations under bridges were for free - Make the control flow more clear
2005-04-02(svn r2130) Various spelling fixes in messages.pasky
2005-04-02(svn r2129) Reverted r2125 and depending revisions (map size selector in the ↵pasky
intro window). Will be done in a separate dialog. This also fixes showing of various rail/road-related strings.
2005-04-02(svn r2128) Kill forgotten CmdSetNewMapSize() stub whose existence was ↵pasky
kindly pointed out by TrueLight.
2005-04-02(svn r2127) Get rid again of the CmdSetNewMapSize(), which was agreed to be ↵pasky
just useless clutter. (Perhaps we should get rid of CmdSetNewLandscapeType() too, but I won't take responsibility for that. ;-)
2005-04-02(svn r2126) - Fix: #2 Fix compilation with network disabled, and comment out ↵Darkvater
some of the warnings (unused function) (I missed this out the last commit, sorry)
2005-04-02(svn r2125) - Feature: In the intro dialog, show a map size selector below ↵pasky
the landscape type selector.
2005-04-02(svn r2124) Final _select_game_widgets[] reordering, even landscape panels ↵pasky
in place now.
2005-04-02(svn r2123) Reordered _select_game_widets[] to follow a sensible order.pasky
2005-04-02(svn r2122) Reformatted the widget tables so that they don't look so ugly ↵pasky
anymore, especially with different tab widths than 2.
2005-04-02(svn r2121) -Fix: changed the 2nd param of AyStar_EndNodeCheck back to what ↵truelight
it should be