Age | Commit message (Collapse) | Author |
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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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PlayerVehWndProc()
This is possible now that the window number is known when running WE_CREATE and it's a nicer solution
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window_number is set before calling the WE_CREATE event
this allows using the window_number in WE_CREATE window event handlers
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vehicles to depots
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Sprite::info is never unset
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turned out to be a failure to run the wagon remoral code if the player didn't have enough money to do the replace after the replace took place
the cost animation failed to show in this condition as well
Now the test is not run anymore after the replace took place
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american - 4 fixed by WhiteRabbit (4)
french - 9 changed by glx (9)
hungarian - 4 fixed by miham (4)
portuguese - 4 fixed, 3 changed by izhirahider (7)
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network game password handling somewhere were it belongs to
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accident. Thanks to mart3p for noticing (and to SVN for failing to mark the changes as conflicts).
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will now alter the service/stopping in depot flag instead of cancelling the goto depot order
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KMOD_RCTRL, same for KMOD_SHIFT
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goto depot button
-Codechange: unified the code for mass goto depot to avoid duplicated code
-Fix: Vehicles already on the way to depots will not be cancelled by mass goto depot (made it really hard to send all vehicles at once)
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match language+territory (e.g. de_CH), then just language (e.g. de) and fall back to en_GB otherwise
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