Age | Commit message (Collapse) | Author |
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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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to 'data'.
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every WE_PAINT
-Codechange: Initialize sorting-type on WE_CREATE instead of checking every time.
-Codechange: Update custom vehiclelist_d with standard list_d struct, more static
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into GetRefitCost()
Now it's possible to tell refit costs for an EngineID without actually having build a vehicle
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german - 1 changed by Neonox (1)
spanish - 87 fixed by eusebio (87)
turkish - 4 fixed by jnmbk (4)
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superfluous header includes
-Codechange: Unify the Sorting struct both for vehicle-lists and network-lists.
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PlayerVehWndProc() into WE_CREATE
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was given
the maximum amount of money so everything can be removed for sure. However
if first rails are removed (or property in general that *gives* money
when demolished, the player's money would overflow. Thanks for noticing Rubidium.
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tools. The
correct fix was to reset the highlight box if any size changes (grimrc)
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once in a while
at least.
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years into the future.
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called or have no effect.
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in r6358. Doh
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do not skip vehicles without an order list, because they still can have a current order and/or last visited station, which must be inspected
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depot/hangar (noticed by Neonox)
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(0.5.0.0) as file
version, and added revision number. Also remove SWEDISH resources.
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in finder)
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Now all vehicles are serviced when it's time for service and they are in a depot
This will avoid the goto depot order from ever showing up when in a depot
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removed when a road or rail depot got deleted (Darkvater and me)
This bug is probably ages old
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large as any type of destinataion (StationID, DepotID, WaypointID) it can hold
DestinationID being a union of these types is just hassle without benefit and cannot be handled correctly everywhere because of local lack of information
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now vehicles can't be sent to a depot when they are already inside a depot
before they would remember the order and try to turn around when leaving the depot
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clipping rectangle could become 0, which isn't sensible. This should fix a very rare and hard to trigger assertion in GfxFillRect()
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