Age | Commit message (Collapse) | Author |
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danish - 6 fixed by ThomasA (6)
french - 3 fixed, 3 changed by belugas (6)
hungarian - 5 fixed by miham (5)
icelandic - 10 fixed, 17 changed by scrooge (27)
italian - 24 fixed, 2 changed by sidew (26)
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by patch...
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players are connected. The setting for this is 'min_players' and can be set in the config and via the console. If the number of players drops below this number, the server will pause the game.
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Now it happened again. Somebody got warnings, that I didn't get... I will look into this issue
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german - 6 fixed, 1 changed by chu (6), Neonox (1)
hungarian - 1 fixed, 2 changed by miham (3)
spanish - 1 fixed by eusebio (1)
turkish - 13 fixed by jnmbk (13)
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after a client has connected, e.g. for a MOTD, etc.
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(can only be done in goto depot orders)
Example: make a train transport iron ore from A to B, then it visits a depot and refits to steel
It then transport steel back to A or near A if there is a factory and then it visits another depot to refit to iron ore again
This is controlled in the orders. If a goto depot order is lightlighted, then "Unload" changes to "Refit"
Control click "Refit" removes the refit part of the order (as the tooltip says)
The player will still pay the normal refit costs
Known issues:
If a vehicle is not in a depot, then the refit window will fail to tell refitted cargo capacity
Refit costs in the refit window can sometimes print 0 when it should not because the refit calculation is unaware that the vehicle will be refitted in between
Warning: autoreplace got a protection against replacing something so you get a new cargo type, but it can fail here. In the iron ore/steel example, it can see that
the vehicle carries iron ore and the new one can be refitted to iron ore, then it will replace. It will not check to see that it's valid for steel as well.
This is something to look into in the future
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can replace an existing string. Also remove string length check on load which was a quickfix for some grfs.
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Another step toward merging XTDwidget.
The only two files not converted (window.h and widget.c) will be done at the very last commit)
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may change.
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catalan - 9 changed by arnaullv (9)
danish - 54 fixed by ThomasA (54)
dutch - 3 fixed by habell (3)
finnish - 26 fixed by lauri.kajan (26)
ukrainian - 40 fixed by znikoz (40)
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cases.
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different from NULL before assigning data to it
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german - 31 fixed by Neonox (31)
portuguese - 40 fixed by supra90 (40)
ukrainian - 68 fixed by znikoz (68)
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Another step toward merging XTDwidget.
The only two files not converted (window.h and widget.c) will be done at the very last commit)
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- If the NewGRF sound effect chosen doesn't exist, then ignore it.
- Play load/unload sound if provided.
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brazilian_portuguese - 33 fixed, 8 changed by tucalipe (41)
swedish - 33 fixed by cjw (33)
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bottom row, to match all other vehicle list windows, and make it look a bit neater, (Suggested by skidd13)
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more gui-fu needed...
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scrolled.
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american - 46 fixed by WhiteRabbit (46)
catalan - 34 changed by arnaullv (34)
czech - 33 fixed by Hadez (33)
dutch - 30 fixed by webfreakz (30)
french - 6 changed by glx (6)
italian - 17 fixed by sidew (17)
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DBsetXL, amongst others. This requires a savegame bump to save the cargo subtype.
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refit window has been altered to support resizing and scrolling. Note that the cargo subtype isn't yet passed for actual refitting yet. (Based on mart3p's patch)
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brazilian_portuguese - 5 changed by tucalipe (5)
catalan - 41 fixed by arnaullv (41)
french - 41 fixed, 16 changed by glx (57)
hungarian - 32 fixed by miham (32)
polish - 33 fixed by meush (33)
spanish - 40 fixed by eusebio (40)
turkish - 2 fixed by edokan (2)
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click/disabled/hidden_state of Window
This is the first step toward merging XTDwidget.
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vehicles will now do nothing at all (instead of opening the confination window) (spotted by glx)
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to the list...
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Also changed the sprites on some of the other buttons to make the buttons consistent
Credits for this:
Drawing: skidd13 (first sprite copied/heavily inspired by Bot_40)
Grfencoding: peter1138
Coding to apply the new sprites: peter1138 (modified by me)
Ideas:
Born Acorn
MeusH
ValHallA|SW
XeryusTC
Sorry if I forgot to mention somebody
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for each vehicle type
This is a request from translators as depot is not valid for all vehicle types in all translations
This will cause a lot of warnings when generating the lang files. MiHaMiX will fix them in a moment (hopefully)
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czech - 8 fixed by Hadez (8)
dutch - 8 fixed by habell (8)
french - 1 changed by glx (1)
german - 4 fixed by Neonox (4)
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for testing)
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brazilian_portuguese - 44 fixed by tucalipe (44)
czech - 3 changed by Hadez (3)
hungarian - 8 fixed by miham (8)
polish - 8 fixed, 4 changed by meush (12)
swedish - 8 fixed by cjw (8)
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vehicles having a certain depot in their orders
It got one known issue though. The top bar got a plural issue so expect to see stuff like "1 trains" until we figure out why it behaves this way
Added the button to the depot windows. Made the autoreplace button bigger while I was moving some widgets anyway
Made road vehicle depot windows start with one more row to make room for the buttons
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catalan - 2 changed by arnaullv (2)
german - 2 fixed by Neonox (2)
lithuanian - 114 fixed by Plyta (114)
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catalan - 2 fixed, 20 changed by arnaullv (22)
czech - 21 fixed by Hadez (21)
dutch - 4 fixed by habell (4)
french - 2 fixed, 3 changed by glx (5)
hungarian - 5 fixed by miham (5)
italian - 4 fixed by sidew (4)
polish - 2 fixed by meush (2)
romanian - 65 fixed, 1 changed by kneekoo (66)
spanish - 2 fixed, 15 changed by eusebio (17)
swedish - 2 fixed by cjw (2)
turkish - 6 fixed by jnmbk (6)
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allocation over and over if possible (like BuildDepotVehicleList() )
This will prevent some reallocations when sorting vehicle list windows
It also prevents moving the whole array into a new one each time the list is generated/updated (it used to make the list in one array and then move it into another one each time)
Also ensured that neither GenerateVehicleSortList() or BuildDepotVehicleList() will never allocate lists longer than the total number of vehicles in the game
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when drawing the bottom row of buttons
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failed to restart after being replaced
Also fixed an issue where cost animation could fail to show (trigger events appeared to be linked for those two issues)
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autoreplace in a depot window could result in asserts
It still got an issue where it fails to restart moving vehicles after they are replaced though. The cause of this will hopefully be found shortly
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MSVC project files
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vehicle lists
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catalan - 1 changed by arnaullv (1)
french - 9 fixed by belugas (9)
german - 2 fixed by Neonox (2)
greek - 270 fixed by thanoulas (270)
slovak - 2 fixed by lengyel (2)
spanish - 2 fixed by eusebio (2)
swedish - 3 fixed by cjw (3)
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window sometimes failed to close (spotted by MacLir)
Also changed the colours of the confimation window. Hopefully it looks better now even though I'm still not really happy with it
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