Age | Commit message (Collapse) | Author |
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slovak - 2 fixed, 1 changed by lengyel (3)
swedish - 50 fixed by daishan (50)
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catalan - 57 changed by arnaullv (57)
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catalan - 1 fixed, 37 changed by arnaullv (38)
turkish - 1 fixed by jnmbk (1)
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the _m[] bits!
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depot instead of all ships in the depot tile
This bug was visible when a ship left. The window redraw was called, but it still saw the ship since it didn't leave the tile yet and it left a ghost in the depot window
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catalan - 2 fixed, 23 changed by arnaullv (25)
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how save flags work). This probably caused some MP desyncs. Thanks Maedhros for noticing and peter1138 for this patch.
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catalan - 102 fixed, 10 changed by arnaullv (112)
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brazilian_portuguese - 1 fixed by tucalipe (1)
dutch - 7 fixed by habell (7)
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be outside the map when you are loading another (smaller) map. Thanks to MeusH for noticing.
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brazilian_portuguese - 99 fixed by tucalipe (99)
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with x < 0 or >= MapSize() instead of asserting later on.
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dutch - 8 fixed by habell (8)
german - 8 fixed by Neonox (8)
polish - 8 fixed by meush (8)
portuguese - 8 fixed by izhirahider (8)
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by enums.
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ReplaceVehicleWndProc()
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when starting a new player
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deselect the engine instead of selecting the first in the list (consistent with all other windows)
-Fix: [autoreplace GUI] engine info is now drawn in the right side even if the left list is empty
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info text in the autoreplace window
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hungarian - 8 fixed by miham (8)
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server ran out of disc space (nightlies took up too much space).
First step: restore hungarian languagefile
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hungarian - 8 fixed by miham (8)
turkish - 7 fixed by edokan (7)
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from each time the window is redrawn
To do this, the player struct contains an array, that contains the count of each engine type that the player owns
Those arrays are updated each time a vehicle is build or deleted and is calculated on load (it's not saved)
It's possible to access the arrays outside of the autoreplace GUI, so feel free to read from them in other patches as well
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enum/define value
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work. It misses half the input at the moment. Sorry, too hasty commit.
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from one.
Unfortunately this only works for WindowsXP or higher, all older MS-OS's
are stuck with the old behaviour.
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american - 8 fixed by WhiteRabbit (8)
french - 7 changed by glx (7)
spanish - 11 fixed by eusebio (11)
turkish - 2 fixed by edokan (2)
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locomotives consisting of more than one unit will only be counted once
This also cleaned up the counting loop alot and it will also (hopefully) be faster (didn't benchmark it)
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french - 8 fixed by glx (8)
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in the translations in lang/unfinished
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commit, so they now fit what we agreed upon (oops)
stopping is now orange and service is now light blue
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at depot" (service) in orange or "Heading for depot" (stopping) in light blue
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michi_cc)
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michi_cc :) )
-Cleanup: Removed UNITTEST preprocessor checks
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-Codechange: Rename TileIndexDiffCByDir to TileIndexDiffCByDiagDir because it accepts DiagDirections
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of DoCommandP
with a boolean type.
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it accepts
DiagDirections, and add TileOffsByDir that handles Directions.
-Codechange: Make the treeloop use TileOffsByDir().
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tooltip, considering
cursor size and cursor offset (hotspot). The maximum and minimum y-values
for the tooltip are just below the mainbar and statusbar. Also, if the tooltip
would be too low, flip it above the cursor.
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the string
contained newlines.
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of trains that are in it
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accidentally readded in r6393
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costs (could spend more than allowed when estimate and actual cost were not the same)
-Fix: [autoreplace] fixed a very rare failure when building an engine could cost more than the player could pay before selling the old one
this happened when the replacing the front cost so much that the the rear end didn't have enough money to build as expected
now the estimate keeps track of the price for the wagons/engines in front of the unit it's currently looking at
-Codechange: [autoreplace] added function to learn if and what cargo type to refit to. Needed to allow the estimation to tell refit costs
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slovak - 12 fixed, 5 changed by lengyel (17)
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conversion to HandleExitGameRequest.
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more uniform.
-Cleanup: whitespace alignment of a few tables.
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This means that in the intro menu the 'Quit' button immediatelly quits
and the 'Quit' in the menu of the normal game and scenario editor
immediatelly quits when the 'autosave_on_exit' patch is turned on.
This is the same way as the OS/window manager initiated quits, like
alt-F4 and the 'x' in the (OS/window manager drawn) title bar of OTTD.
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