Age | Commit message (Collapse) | Author |
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Factor common data tables and use a bit more sensible names
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inside the CMD_ functions where they are supposed to be. Achieve this by adding a seperate bit to p1/p2 to hold the CTRL-modifier. While here, use proper types, and 'unify' the parameter bit-meanings. 0 - ctrl-pressed, 1 - signal/semaphore, 2-4 - trackbits, 5 - remove (internal), 24-31 - drag density.
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(signed) and was byte so test for PlayerID validity needed to be updated (Darkvater)
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of the russian language
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afrikaans - 26 fixed, 63 changed by TrueTenacity (89)
dutch - 1 fixed by habell (1)
esperanto - 1 fixed by LaPingvino (1)
russian - 26 changed by DarkFenX (26)
turkish - 1 fixed by jnmbk (1)
ukrainian - 6 changed by znikoz (6)
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ensures an updated changelog, readme, et.
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any languages not having the mandatory ##name, ##ownname and ##isocode pragma's.
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resulting in a clean
start of openttd being in russian instead of in english.
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(through ShowInfo)
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constructor. This was wrong because station constructor is called also when loading savegame and when player tries to build station when it is not sure that it will succeed (thanks Rubidium)
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improve performance when using (lots of) grf files. You can change it yourself easily with the SPRITE_CACHE_SIZE compile flag. (peter1138).
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Remember the
whole thing when turning off FF for autosave. This stops FF getting stuck on
if the FF key is released during the save.
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Remove the unnecessary attribute RoadStop::used. The same information can be derived from RoadStop::xy
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colour map
selection.
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Remove the write-only attribute RoadStop::station
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back to UTF8 characters
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since ALL language changes done today are garbage due to a quick bugfix in WT2 which introduced another, much more serious bug: put an utf8_to_htmlcode() call to a wrong place
I will fix the affected language files soon (20-30 minutes)
Please excuse me for this whole problem :-(
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Use initialisers, reduce variable scope, remove spurious whitespace, fix format string to make it readable
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disabled.
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brazilian_portuguese - 3 changed by fukumori (3)
danish - 21 changed by MiR (21)
german - 1 fixed by Neonox (1)
japanese - 24 changed by ickoonite (24)
norwegian_nynorsk - 1 changed by pollux (1)
russian - 5 fixed, 75 changed by DarkFenX (80)
slovenian - 57 changed by Necrolyte (57)
swedish - 1 fixed by daishan (1)
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custom station is in use.
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gave them proper constructors/destructors (Thanks to KUDr for a nice interactive C++ lesson)
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way for all loops
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make sure we do not try to send zero-byte savegames.
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parameter if a player was also specified. (both IP#Player:Port and IP:Port#Player btw)
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zero, when the connection gets lost at the right moment or when the packet is malformed (server sends size 0 for the map).
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ptr
list.
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NOT the original one. Reason for this is that this md5sum is saved, and otherwise a wrong md5sum would be stored in a savegame.
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and rename Submarine1/2 to small/big
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removed either accidentally or on purpose, will look after it later
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brazilian_portuguese - 1 fixed, 66 changed by fukumori (67)
catalan - 1 fixed by arnaullv (1)
czech - 1 fixed by Hadez (1)
danish - 1 fixed, 1 changed by MiR (1), ThomasA (1)
french - 1 fixed by glx (1)
hungarian - 1 fixed by miham (1)
italian - 1 fixed by sidew (1)
japanese - 1 fixed, 63 changed by ickoonite (64)
norwegian_nynorsk - 1 fixed, 37 changed by khaavik (28), pollux (10)
portuguese - 1 fixed by izhirahider (1)
slovenian - 1 fixed by Necrolyte (1)
ukrainian - 5 fixed, 16 changed by fevral13 (4), znikoz (17)
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old savegames.
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disaster code.
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masking of trackbits
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the cached vehicle weight for trains properly. This caused (in network games) the server to have a different cached vehicle weight than newly joined clients would have, which causes desyncs.
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check for it.
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ShowRejectOrAcceptNews() to work with cargo IDs instead of cargo names, and explicitly list the different strings to use.
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road build toolbar in the scenario editor
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date, which can be set by each network player seperately.
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brazilian_portuguese - 4 fixed by fukumori (4)
bulgarian - 1 fixed, 48 changed by groupsky (49)
croatian - 163 fixed, 60 changed by Ydobon (223)
danish - 23 changed by MiR (23)
esperanto - 2 changed by LaPingvino (2)
italian - 4 fixed by sidew (4)
japanese - 5 fixed by ickoonite (5)
norwegian_bokmal - 4 fixed by brygge_2 (4)
norwegian_nynorsk - 830 changed by khaavik (822), Eikje3 (8)
portuguese - 4 fixed by izhirahider (4)
slovenian - 4 fixed, 64 changed by Necrolyte (68)
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reset correctly
While it's not certain if this would have any serious sideeffects (or any at all), it's reset when intended now
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incarnations of gcc
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producing cargo, like its counterpart in temperate climate.
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excessive payment any longer, as the origin TILE is now stored as long as the origin STATION for the transported cargos. Basically this is only a temporary fix until cargopackets are implemented, but it fixes one of the oldest known bugs (Special Thanks to Darkvater for lots of testing)
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