Age | Commit message (Collapse) | Author |
|
|
|
to do so anyway
|
|
|
|
with version < 2 as incompatible. If you have trouble with certain grfs from BaNaNaS, then bother the author about fixing the grf.
|
|
|
|
use desktop resolution
|
|
existing comments
|
|
company colour change.
|
|
replacement when wagon removal was turned on
|
|
latvian - 2 changes by skazhy
|
|
|
|
cause a valid 1x1 house following it to be seen as multi-tile, causing crashes
|
|
did what is needed
|
|
multiplier for train cargo weight
|
|
|
|
editor toolbar were completely bogus
|
|
requesting the map
|
|
|
|
when SendPackets closed the connection
|
|
closing the connection as that wants to acquire the mutex again
|
|
object pool is full
|
|
could not be built
|
|
reconnecting while the server is still saving the savegame
|
|
client is actually fully connected
|
|
|
|
maximum train length to the length of the longest train
|
|
arabic_egypt - 46 changes by Company_director
hungarian - 20 changes by IPG
spanish - 1 changes by Terkhen
|
|
position of the status bar.
|
|
"front engine" conversion was done for road vehicles, so road vehicles didn't have orders anymore
|
|
the pool and crash
|
|
imperial HP are used internally, set a conversion rate for metric HP
-Change: make the imperial HP to kW conversions a bit more precise
|
|
the squirrel compiler to crash
|
|
closest integral value instead of flooring
|
|
language change.
|
|
catalan - 11 changes by arnau
|
|
after overbuilding.
|
|
non primary vehicles (wagons and such) could have unitnumbers or even orders. However, these orders would not be updated when a station is removed. As such some savegames have wagons with current orders to invalid stations which triggers trouble in the load conversion. So, trash any orders/unitnumbers a non-primary vehicle has.
|
|
|
|
vehicles in a valid company
|
|
|
|
copying, sharing, unsharing or deleting all orders.
|
|
deleting the current order to a separate function.
|
|
is flipped in the depot
|
|
flipped in the depot
|
|
CargoPacket before actually trying to do so
|
|
PoolItem::CanAllocateItem() before actually allocating it
|
|
loaded, and ensure we don't overfill the SpriteGroup pool
|
|
dutch - 3 changes by habell
korean - 3 changes by junho2813
brazilian_portuguese - 99 changes by Luis_Mizuchiro
serbian - 1 changes by etran
|
|
possible options.
|
|
|