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2005-01-04(svn r1365) -Fix: very, very nasty buffer overflow bug introduced with ↵darkvater
replace vehicles. You CANNOT access the i[255] of an array that only has 255 elements! I will kick the next person that does that so hard...goddammit (I only noticed it because it screwed up my console in the debug build and took me at least an hour to fix)
2005-01-03(svn r1361) -Remove .cod files from VS6 project as well (bociusz)darkvater
2005-01-03(svn r1359) Fix typos in last committron
2005-01-03(svn r1358) Assert bounds of depot list when searching for a depottron
2005-01-03(svn r1357) -Fix: Disabled dropdown menu options are gray again (instead of ↵darkvater
blue)
2005-01-03(svn r1356) -Fix: [1092363] missing GCC_PACK in oldloader.c (thx hafken)darkvater
2005-01-03(svn r1355) -Fix: [1092473] random trees in scenario editor do not overwrite ↵darkvater
rocks as well
2005-01-03(svn r1354) Use WindowClass/WindowNumber to store/pass window class/number, ↵tron
not some arbitrary data types
2005-01-03(svn r1353) -Fix: [1092707] placing rocks in scenario editor. You can place ↵darkvater
rocks on trees and vice versa
2005-01-03(svn r1352) -Fix: [1093200] Drive side in new games. Setting the driver side ↵darkvater
is possible during the game until someone buys road vehicles. In networked games only the server can change it.
2005-01-03(svn r1351) fixed issue in last commit where it it not update the replace ↵bjarni
train window properly when changing company colour (the lower two panels stayed the old colour until the window was reopened)
2005-01-03(svn r1350) Replace Vehicle GUI: bjarni
- Replaced "WP(w,replaceveh_d).line_height" with "w->resize.step_height" since they needed to be the same anyway - Cleaned the code a litte for readability (like correct tabbing) - Added company color to replace vehicle windows to make them look like the rest of the vehicle windows and made the caption text white (also to fit the standard) --This line, and those below, will be ignored-- M vehicle_gui.c M lang/english.txt M window.h
2005-01-03(svn r1349) -Fix: [1093485] Dissappearing rocks in Scenario Editordarkvater
2005-01-03(svn r1348) -Feature: resizable windows. Read the comment in window.h to ↵truelight
find out how the system works. All useful windows are already made resizable. Enjoy :) -Fix: fixed some GUI-glitches and flaws along the way
2005-01-03(svn r1347) -Fix: Some were fixed for the trees -> Only copy the lowest two ↵darkvater
bits (amount of snow/desert) from map5 to map2 when placing trees, before this happened implicitly because map2 was just 8 bits wide;
2005-01-03(svn r1346) -Fix: fix signed/unsigned warningsdarkvater
-Fix: latent removal of 2 lines from ttd.c which I forgot because the file was not saved :O
2005-01-03(svn r1345) Only copy the lowest two bits (amount of snow/desert) from map5 ↵tron
to map2 when placing trees, before this happened implicitly because map2 was just 8 bits wide
2005-01-03(svn r1344) Use MapSize[XY]() (or MapSize()/MapMax[XY]() where appropriate) ↵tron
instead of TILES_[XY]
2005-01-03(svn r1343) -Fix: [Graphic] Autorail icon is now correct (Darkvater)truelight
-Fix: [Graphic] Added resize icon (tnx tokai)
2005-01-03(svn r1342) -Fix: [1094596] Problem with ship depot; upon load it is also ↵darkvater
given owner OWNER_WATER
2005-01-03(svn r1341) -Fix: fix WWT_FRAME drawing when there is no text there (STR_NULL)darkvater
-Copyright notice is now 2002-2005 for all languages
2005-01-03(svn r1340) -Feature: scrolling credits list...finally! Hope nobody gets ↵darkvater
offended if I forgot them.
2005-01-03(svn r1339) -Fix: compilation with networking works on MinGW32 again (thx ↵darkvater
orudge).
2005-01-03(svn r1338) -Fix: fix signed/unsigned warnings introduced when ditching the ↵darkvater
macros for map querying.
2005-01-03(svn r1337) Use MapMax[XY]() (or MapSize[XY]() if appropriate) instead of ↵tron
TILE_MAX_[XY] While here replace one erroneous TILE_MAX_X with MapMaxY()
2005-01-03(svn r1336) Fix: Correct landscaping buttons in monorail and maglev toolbarsdominik
2005-01-03(svn r1335) Removed wrongly renamed STR_TOWNNAME_ADDITIONAL_ENGLISH from all ↵dominik
language files
2005-01-03(svn r1334) Fix: [ 1093466 ] no more glitches with many maps in the scenario ↵dominik
list when creating server
2005-01-03(svn r1333) Fix: No crash when creating a game with American town names any moredominik
2005-01-03(svn r1332) -Fix: Desert-landscape does no longer crash (protected ↵truelight
GetMapExtraBits from overflowing)
2005-01-03(svn r1331) Update map size before sending game infotron
2005-01-03(svn r1330) Increase size of some vars from int16 to int32 to guard against ↵tron
future overflows
2005-01-03(svn r1329) Remove unused function declarationtron
2005-01-03(svn r1328) Turn loop with explicit terminator element into loop using endof()tron
2005-01-03(svn r1327) -Fix: made resource file version independent for windowsdarkvater
-Fix: language file inconsistencies...please update all other language files as well when you rename a string name and do nothing else.
2005-01-02(svn r1326) fixed compiler warnings in vehicle_gui.c and widget.cbjarni
2005-01-02(svn r1325) -Fixed eol-style properties on new files. Please before adding a ↵darkvater
new file to svn use: "svn propset svn:eol-style native <filename's>"!! -Fix: the level land icon no longer flashes (was palette colour)
2005-01-02(svn r1324) Fixed problem with autoreplace GUI and msvc6 (thanks bociusz)bjarni
2005-01-02(svn r1323) Adding autoreplace featurebjarni
This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the vehicle overview windows Note: autorenew is now autoreplace, but to the same engine type Nice new features, that was added to make this possible - windows can now have two independant vertical scrollbars - CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with estimated costs even if shift is pressed - fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
2005-01-02(svn r1322) -Add: banning system (mostly tnx to guru3)truelight
A server can ban people via ClientList Both server and dedicated can do it via console: 'ban', 'unban', 'banlist'.
2005-01-01(svn r1321) -Fix: Revision 1302 partly solved the problem and created an other. truelight
Should now really be solved.. now only MP_WATER is owned by OWNER_WATER
2005-01-01(svn r1320) -Fix: fixed chat-bug (that from a certain moment, nobody could ↵truelight
talk).. 1 variable was still byte instead of uint16 (with a very big tnx to guru3!)
2005-01-01(svn r1318) -Fix: Saving a game fucked up the industries.. sorry ;)truelight
2004-12-31(svn r1314) -Fix: Population numbers is no longer negative for 32k+ townstruelight
2004-12-31(svn r1313) -Fix: fixed MSVC problemtruelight
2004-12-31(svn r1312) -Add: Patch which is on by default: population in label of the towntruelight
-Fix: Expand town is a bit more agressive -Fix: Fixed a bug in growing algorithm
2004-12-31(svn r1308) -Update: updated MSVC project filestruelight
2004-12-31(svn r1307) -Fix/feature: rewrote the townname generation code. Code is much ↵truelight
more readable now. 'American' is replaces by 'Additional English' (Jango)
2004-12-31(svn r1303) Daily langfile update (automatic)miham
2004-12-30(svn r1302) -Fix: [ 1091655 ] In some older maps somehow water is owned bytruelight
OWNER_NONE instead of OWNER_WATER. -Fix: On InitializeLandscape the map was made MP_WATER, but OWNER_NONE. When ConvertGroundTilesIntoWaterTiles() is not called, this gives big problems (see above). Now the owner is set to OWNER_WATER by default.