Age | Commit message (Collapse) | Author |
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disaster too
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builder and (second?) vehicle list windows
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gameload and crossing construction)
-Fix: crossing sound is bound to tile, not to vehicle
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lobby/setup and news settings windows
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crossing and after loading older savegame
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separate DrawString() calls with widgets, use dropdown widgets, and use consistent positioning/sizing.
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livery windows
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vehicle, group vehicle list and station list.
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to eventually replace use of two widgets for each dropdown control.
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leaving crossing, train crash
Fixes several ways to leave crossing red forever or to leave it unbarred when there is a train on crossing
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a duplicate of ShowReplaceGroupVehicleWindow().
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non-flat tiles, too.
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unneeded strings
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ungrouped is not technically a valid group, and ensure dropdown is removed
on any click in the window.
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Patch by Yexo.
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uninitialized memory in the AI.
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is that it is now possible for any widget type to be shown disabled.
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or industry tile
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the code at some places
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dynamically, and assign an enum for the function return codes.
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the dropdown text/button. Other times is not needed and caused a double free.
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selected group is deleted by another player.
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-Codechange: increase the speed train is approaching line end/semaphore in non-diagonal direction a bit
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industry tiles. (Will only apply to new games or newly build industries.)
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autoreplace/renew is now triggered by the correct conditions
Now it triggers by the following conditions:
- aircraft is old enough for renew or needs to be autoreplaced
- player has 2*cost of new aircraft+autorenew money (we don't want to send many aircraft to hangars when there is only money for replacing one)
- aircraft has no hangars in it's order list
- new aircraft is buildable (imagine autorenewing a retired design)
This triggers right after a helicopter takes off or when a plane touches the ground while landing
Another effect of this change is that this functionality no longer generates network traffic
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the livery colour of the engine instead of their wagon type.
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comments on town zones
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ALL_GROUP
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building/removing a large block of track/signals/station
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more cases
(tunnel/bridge/depot from wrong direction, competitor's track, wrong railtype)
-Fix: do not make crossing red when we can't enter it in any case
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release when that's not the case.
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generation.
-Fix: store changes to persistent storages after performing all the game logic instead of resetting them.
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with other cases of *B_* vs *_* like VETSB_* and VETS_*.
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drag mode by moving the pointer above or below the list.
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complex detection later
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drop down list before deleting the list.
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