Age | Commit message (Collapse) | Author |
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excessive payment any longer, as the origin TILE is now stored as long as the origin STATION for the transported cargos. Basically this is only a temporary fix until cargopackets are implemented, but it fixes one of the oldest known bugs (Special Thanks to Darkvater for lots of testing)
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The landscaping toolbar can be reached at least as easy directly from the main toolbar.
Further two of the four toolbars uses 'l' as keyboard shortcut for this button, which plain does not work (The letter has to be uppercase).
This was covered by the fact there is a global shortcut 'L' to open the landscaping toolbar, so the individual checks in the four build toolbars were redundant anyway.
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Note: this is again another not so nice workaround as Objective C fails to include C++ code in the headers
We should move to Objective C++ as soon as possible, but such a change is not done overnight and
this quick fix will allow OSX to compile until the prober solution is done
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shoots. Chopper comes from the north-east, so it looks in +15 direction (forward), not -15 direction. Probably bad copy-paste from airplane-destroys-oil-refinery disaster.
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for savegames with version 24 or lower and do not calculate roadstop->num_vehicles when reading the roadstops as the vehicles might not be loaded at that moment.
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StationRect::methods.
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removing duplicates as the PEBKAC effect can result in the user adding the same grf's in the config file.
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incorrect assumption of requested memory for sprites (smatz)
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is pressed too vehemently during the join of the game. Your client's id does not exist in the clients list yet, and returns NULL.
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member ‘<class>::<member>’ of NULL object'. It is weird, but renaming the 'offsetof' macro helped.
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include a file missed last time...
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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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Station destructor (Tron)
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(still some warnings, working on it)
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new/delete operators (don't worry, they still use the same memory pool). Few station related functions turned into Station::methods (just first step). All this new stuff moved from station_cmd.cpp to the new file (station.cpp).
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Fixes bug FS#538.
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american - 4 fixed by WhiteRabbit (4)
bulgarian - 4 fixed by groupsky (4)
catalan - 4 fixed by arnaullv (4)
croatian - 379 fixed, 32 changed by Ydobon (411)
czech - 4 fixed by joeprusa (4)
danish - 4 fixed, 24 changed by ThomasA (20), MiR (8)
dutch - 4 fixed by habell (1), Zr40 (3)
esperanto - 4 fixed by LaPingvino (4)
estonian - 4 fixed, 2 changed by kristjans (6)
finnish - 7 fixed by pallokala (7)
german - 4 fixed by Neonox (3), chu (1)
hungarian - 4 fixed by miham (4)
japanese - 14 fixed by ickoonite (14)
lithuanian - 4 fixed, 3 changed by Domas (7)
norwegian_nynorsk - 4 fixed, 119 changed by khaavik (123)
romanian - 4 fixed by kneekoo (4)
slovak - 4 fixed by lengyel (4)
spanish - 4 fixed, 2 changed by eusebio (6)
swedish - 4 fixed by ChrillDeVille (4)
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not unsigned. This resulted in cargo magically appearing...
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freeing dynamic variables as windows could use those variables during cleanup (eg WE_DESTROY calling GetStation(w->window_number).
-Merged UnInitializeGame with UnInitializeAirports and UnInitializeDynamicVariables
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- servers we have information about go above servers we do not have information about.
- servers that are version compatible go above servers we are not version compatible with.
- servers we have all required NewGRFs for go above servers we miss NewGRFs for.
- unpassworded servers go above passworded servers.
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openttd will be THE startup project.
Take note that it will only be the case on a clean checkout, without any other files than those coming from that checkout.
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OT_LOADING and OT_LEAVESTATION) replaced by v->BeginLoading() and v->LeaveStation() calls. This should allow easy hooking of those state transitions in order to maintain vehicle loading queue.
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danish - 56 changed by MiR (56)
french - 4 fixed by glx (4)
japanese - 77 fixed, 23 changed by ickoonite (100)
norwegian_nynorsk - 5 fixed, 1 changed by pollux (6)
turkish - 4 fixed by jnmbk (4)
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in savegame) instead of that of the replacement so a user can still go hunt for the original GRF if needed.
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have the exact GRF files in your list. GRF files that are found based on GRFID (but not on matching md5sum) are used instead of disabling them. This does not affect MP games, there you still need an exact match.
-GRF Window colour-codes changed a bit: Static is now grey, and compatible GRF (found locally only based on GRFID) are shown in orange. Compatible GRF's also have an orange status/warning text saying they're not the original the game was saved with.
-Loaded games with something amiss regarding GRF's will show an appropiate warning message.
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omitted (or NULL)
only a check for GRFID is done and not on md5sum as well. Remove blanksum in the function as it's obsoleted
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UnInitWindowSystem. The function directly deleted all windows instead of calling their respective deallocators which could then in turn any used memory.
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files (thanks stillunknown). vcproj files updated too (thanks glx)
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black, and not only after a valid call to FillDrawPixelInfo. This solves some graphics glitches with background widget-colour showing through on frequent redraws.
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Additionally the test takes O(1) instead of O(n) now
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tile so there are not so many negations (too confusing) and added some comments to further clarify what happens.
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to gfx.h
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after pressing 'apply'
in the newgrf window, instead of the local list.
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MD5SUM and use it.
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