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2005-03-24(svn r2051) - Remove trailing tabs from vs.net project filedarkvater
- Set proper line-ending for newly added files waypoint.[ch]. PLEASE don't forget this!
2005-03-24(svn r2050) Weekly langfile updatesmiham
2005-03-24(svn r2049) -Update: updated project filestruelight
2005-03-24(svn r2048) -Fix: deleted a word somehow :s (Tnx Tron!)truelight
2005-03-24(svn r2047) -Fix: never commit your own personal changes... :(truelight
2005-03-24(svn r2046) -Codechange: moved all waypoint code to waypoint.c/waypoint.htruelight
-Codechange: rewrote some functions while moving waypoint-stuff -Add: added support for 64k waypoints -Fix: made the waypoint struct a bit more logic (no bit-fucking)
2005-03-24(svn r2045) -Fix: hopefully fixed the desync problem. Please all test this ↵truelight
revision!! (with tnx to Celestar, Hackykid, dp-_ and Tron)
2005-03-24(svn r2044) -Fix: fix that TriggerVehicle is called from the wrong usertruelight
2005-03-24(svn r2043) -Fix: committed too many files in the last committruelight
2005-03-24(svn r2042) -Fix: forgot to remove a printf ;)truelight
2005-03-24(svn r2041) -Fix: not all vehicles did get a day_proc call (because of ↵truelight
rounding errors)
2005-03-24(svn r2040) Readd check that got accidently removed in r2022tron
2005-03-23(svn r2039) IS_RAIL_DEPOT -> IsRailDepot, IS_RAIL_WAYPOINT -> IsRailWaypointtron
remove now unused enums and remove a redundant condition in one if
2005-03-23(svn r2038) -Fix: A player only received the money for one rail when ↵tron
clearing a tile with 2 rails and signals While here rewrite parts of the function to (hopefully) increase clarity
2005-03-23(svn r2037) uint -> TileIndex, remove pointless casts, const, misc.tron
2005-03-23(svn r2036) Fix FindNearestHanger(), it never worked correctly because ↵tron
0xFFFF != 65000 and a 16bit number has no 17th bit While here also do some const gymnastics
2005-03-23(svn r2035) - Remove unneeded realloc()tron
- Use TileOffsByDir() instead of home brewed table
2005-03-20(svn r2034) -Codechange: Replaced the rather meaningless LOAD and UNLOAD ↵celestar
flags for depots by something more meaningful
2005-03-20(svn r2033) - Fix: Fix some more desync by saving the town growth frequency ↵pasky
iterator _cur_town_iter. Needed to bump a svg revision for that thanks to the braindead SlGlob thing, or at least I don't know how to do it without bumping it.
2005-03-19(svn r2032) -Codechange: A less hackish version of SVN version detection for ↵Celestar
OS/2 (orudge)
2005-03-19(svn r2031) -Fix: Station #256 now gets cargo delivered as wellcelestar
2005-03-19(svn r2030) -Fix: Save _cur_town_ctr with all its bits to prevent desyncscelestar
2005-03-19(svn r2029) -Fix: Added files I forgot to svn add the previous commitcelestar
2005-03-19(svn r2028) Added detection of SVN version (rev.c generation) for OS/2, ↵celestar
updated readme, initial clipboard support (orudge)
2005-03-19(svn r2027) Fixed a typo in the brazilian-portuguese language namemiham
2005-03-19(svn r2026) Moved brasilian_portuguese to finished languagesmiham
2005-03-19(svn r2025) Daily langfile changes - 05/03/19miham
2005-03-19(svn r2024) -Fix: [autoreplace] reverted all changes involving ↵bjarni
v->set_for_replacement as they caused desyncs. The bad sideeffect of this is that now no vehicle will automatically go to a depot anymore just because it is set to be autoreplaced. We will have to find a better way to solve this problem. Revisions reverted: 1640, 1707, 1709, 1710, 1712(but not the cheat prevention in this one)
2005-03-19(svn r2023) Added brazilian-portuguese translation [yet unfinished]miham
2005-03-18(svn r2022) Revise CmdRemoveSingleSignal: Check parameters for validity and ↵tron
simplify the function
2005-03-17(svn r2021) Fix: Enlarge _cur_town_ctr from byte to uint32 so that all the ↵pasky
towns are considered when growing them even for big maps, where much more than 256 towns are around; reported by Tomasz Dubiński <uboottd@hydra.polsl.gliwice.pl>. The savegame still saves just the lowest 8 bits but that doesn't hurt so much.
2005-03-17(svn r2020) Reduce code duplication in the minimap code a bittron
2005-03-17(svn r2019) Miscellaneous cleanups, like uint -> TileIndex, >> -> /, if ↵tron
cascade -> switch
2005-03-15(svn r2018) Yet another workaroundtron
2005-03-15(svn r2017) Explicitly mark SlReadByte as 'inline'tron
2005-03-15(svn r2016) Langfile updatesmiham
2005-03-15(svn r2015) Use a struct and an inline function for colour masking on the ↵tron
mini-map - this should improve readability a bit
2005-03-15(svn r2014) Don't manually inline a piece of codetron
2005-03-15(svn r2013) Always ignore SIGPIPE, not only when SDL is used (ShadowJK)tron
2005-03-15(svn r2012) When making a savegame name, don't append the extension, if it ↵tron
is already there
2005-03-15(svn r2011) - Fix: [ 1162209 ] Fix OS/2 build (orudge) #2darkvater
2005-03-15(svn r2010) - Fix: [ 1162209 ] Fix OS/2 build (orudge)darkvater
2005-03-14(svn r2009) - VS.NET/VS6 removed all builds except for Release and Debug. ↵darkvater
Also add additional dependencies to the project file instead of in the header file itself.
2005-03-14(svn r2008) - Fix: Added missing file (mixer.[ch]) to VS.NET and VS6 project ↵darkvater
files.
2005-03-14(svn r2007) - Fix: [NPF] Slope penalties did not work correctly with ↵matthijs
foundations. (HackyKid) - Fix: [NPF] Stations penalties were not applied correctly, since stations had no base cost. (HackyKid) - Fix: [NPF] Lastred penalty was applied multiple times for every red signal, instead of just the last one. (HackyKid)
2005-03-13(svn r2006) - Fix: [NPF] Wrong signal detection for last signal red ↵matthijs
detection. Multiple tracks per tile with only one signal were detected wrong. (HackyKid)
2005-03-13(svn r2005) - Fix: fix previous commit. Using 'New Game (scenario)' will use ↵Darkvater
YOUR difficulty settings but ingame options (eg townnames, currency). Also settings are correctly saved when closing the difficulty window now.
2005-03-12(svn r2004) - Fix: [ 1149487 ] Autosave ignoring settingsDarkvater
- Fix: [ 1153926 ] All my settings in vain... IGNORED! - Change: I hope I got it all right. Pressing 'New Game' (either choosing random or a preset scenario) and 'Create Scenario' will start a new game with the settings and difficulty in the intro menu. Using 'Load Game' and 'Play Scenario' will take the values from the savegame/scenario itself.
2005-03-12(svn r2003) Remove some now unused filehandling stuff, this should have been ↵tron
part of r1990
2005-03-12(svn r2002) Rename MxActivate to MxActivateChannel, which is more appropriatetron