Age | Commit message (Collapse) | Author |
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and rename Submarine1/2 to small/big
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removed either accidentally or on purpose, will look after it later
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brazilian_portuguese - 1 fixed, 66 changed by fukumori (67)
catalan - 1 fixed by arnaullv (1)
czech - 1 fixed by Hadez (1)
danish - 1 fixed, 1 changed by MiR (1), ThomasA (1)
french - 1 fixed by glx (1)
hungarian - 1 fixed by miham (1)
italian - 1 fixed by sidew (1)
japanese - 1 fixed, 63 changed by ickoonite (64)
norwegian_nynorsk - 1 fixed, 37 changed by khaavik (28), pollux (10)
portuguese - 1 fixed by izhirahider (1)
slovenian - 1 fixed by Necrolyte (1)
ukrainian - 5 fixed, 16 changed by fevral13 (4), znikoz (17)
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old savegames.
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disaster code.
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masking of trackbits
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the cached vehicle weight for trains properly. This caused (in network games) the server to have a different cached vehicle weight than newly joined clients would have, which causes desyncs.
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check for it.
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ShowRejectOrAcceptNews() to work with cargo IDs instead of cargo names, and explicitly list the different strings to use.
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road build toolbar in the scenario editor
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date, which can be set by each network player seperately.
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brazilian_portuguese - 4 fixed by fukumori (4)
bulgarian - 1 fixed, 48 changed by groupsky (49)
croatian - 163 fixed, 60 changed by Ydobon (223)
danish - 23 changed by MiR (23)
esperanto - 2 changed by LaPingvino (2)
italian - 4 fixed by sidew (4)
japanese - 5 fixed by ickoonite (5)
norwegian_bokmal - 4 fixed by brygge_2 (4)
norwegian_nynorsk - 830 changed by khaavik (822), Eikje3 (8)
portuguese - 4 fixed by izhirahider (4)
slovenian - 4 fixed, 64 changed by Necrolyte (68)
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reset correctly
While it's not certain if this would have any serious sideeffects (or any at all), it's reset when intended now
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incarnations of gcc
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producing cargo, like its counterpart in temperate climate.
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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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