Age | Commit message (Collapse) | Author |
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articulated engines. As this could result in more parts being added than previously counted, we check to see if we need to allocate more vehicles as we add parts.
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With networking
disabled hardcode _networking/_network_available to zero and let the compiler
handle all optimizations.
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into network.h
and let NetworkDisconnect handle all shutdown related operations.
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command.h
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used when
networking is enabled.
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brazilian_portuguese - 15 fixed by tucalipe (15)
bulgarian - 2 changed by groupsky (2)
catalan - 2 changed by arnaullv (2)
finnish - 22 changed by kerba (22)
german - 7 fixed by Neonox (7)
slovak - 9 fixed by lengyel (9)
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items. While
here have a little go at the MenuWndProc() function for a little cleanup.
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toolbar. So
normally they will start at the left side of the parent button except when
they would stick out, then align with the top toolbar's right side. This
also means the extra parameter 'x' is not needed, it is deducted from the
widget position.
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on the length of the strings in that list.
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GetStringBoundingBox SETX and
SETXY parameters were wrongly accounted for. The identifier itself was taken
not the amount.
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loaded GRF files.
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and use the first available cargo type instead of only the default.
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hotkey 'A'
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The search would loop
around the edges causing some troubles. Also make sure that the land after
farm removal is not barren but 2/3rd grass. Better suited.
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order is a transfer order, rather than to any unload order. This fixes an issue where the AI doesn't know that a route is unprofitable.
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position instead of plain EngineID. This brings us back the custom order that was lost when generalized sorting was introduced.
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use with sorting. This is basically a reversed version of GetRailVehAtPosition()
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catalan - 12 changed by arnaullv (12)
estonian - 13 fixed by vermon (13)
finnish - 179 fixed, 13 changed by kerba (192)
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catalan - 17 changed by arnaullv (17)
galician - 11 fixed, 7 changed by Condex (18)
greek - 1 deleted, 1 changed by gonik (2)
polish - 1 changed by meush (1)
turkish - 6 fixed by jnmbk (6)
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behave as normal placement buttons, and not as push buttons.
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grf set with a buildable helicopter with a lower EngineID than the first buildable plane
Also removed a lot of const cast as they mess up the code and didn't help much
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could read from a NULL pointer
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(mainly by peter1138)
Now both names are checked against the cache (instead of just one of them) and we got rid of some global vars
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{STRING} in english.txt
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to a file of it's own
Also made some changes to it so it should be easier to unify all the build vehicle windows
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localization.
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american - 9 fixed by WhiteRabbit (9)
catalan - 3 changed by arnaullv (3)
danish - 2 fixed, 67 changed by ThomasA (69)
dutch - 1 fixed by habell (1)
estonian - 27 fixed by t2t2 (27)
galician - 11 fixed by Condex (11)
spanish - 8 fixed, 2 changed by eusebio (10)
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var, that's already 0
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type
-Fix r6513: [depot window] fixed incorrect line height for large ships
-Fix r6513: [depot window] fixed incorrect resizing of the sell button
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use it from there.
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mistake in the widget names (the game itself is unaffected by this)
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marked dirty when getting a WE_INVALIDATE_DATA event
This will make the windows mark dirty again when a new vehicle is available or one is removed from the list (again)
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InvalidateWindowData() in rail_cmd.c
Moved the actual modification of railtype to WE_INVALIDATE_DATA in the train depot handler
-Codechange: added SetWindowDirty() to WE_INVALIDATE_DATA as it made no sense to update the list without making the window dirty
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catalan - 7 fixed by arnaullv (7)
danish - 12 fixed by ThomasA (12)
dutch - 8 fixed by webfreakz (8)
hungarian - 9 fixed by miham (9)
italian - 9 fixed by sidew (9)
polish - 7 fixed by meush (7)
swedish - 20 fixed by daishan (20)
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used for all vehicle types
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catalan - 14 fixed by arnaullv (14)
estonian - 45 fixed by vermon (45)
french - 9 fixed, 9 changed by glx (18)
galician - 3 fixed by Condex (3)
german - 1 fixed by Neonox (1)
polish - 1 fixed, 2 changed by meush (3)
spanish - 1 fixed by eusebio (1)
ukrainian - 26 fixed by znikoz (26)
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to trailing empty blocks in the list array
Since they were freed with the rest of the array, it only meant that we wasted a few bytes (max 16) while the window were open and we didn't leak memory
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-Fix r6707: solved an issue where scrollcount was not always set correctly
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propeller planes, jet planes or helicopters
-Codechange: the build aircraft window now generates 3 malleced lists and displays based on those list
This is preparation for sorting aircraft
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vehicle type
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stopped and the player gets a message (like vehicle stopped in depot)
This should prevent a vehicle from failing to be refitted and then show up and block a station with full load.
In such a case, it's better to stop in a depot (that will not stop any other vehicles) and notify the owner
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against CT_NO_REFIT to checks for valid cargo IDs
This should prevent any bugs made by mixing up CT_NO_REFIT and CT_INVALID
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