Age | Commit message (Collapse) | Author |
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american - 12 fixed by WhiteRabbit (12)
estonian - 31 fixed by vermon (31)
german - 1 changed by Neonox (1)
greek - 70 fixed, 53 changed by thanoulas (123)
italian - 8 fixed by sidew (8)
polish - 12 fixed by meush (12)
portuguese - 2 fixed by izhirahider (2)
spanish - 8 fixed by eusebio (8)
swedish - 11 fixed by cjw (11)
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flags...
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priority isn't supported.
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catalan - 8 fixed by arnaullv (8)
german - 12 fixed by Neonox (12)
greek - 716 fixed by thanoulas (439), gonik (277)
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The result of this missing switch was asserts in some cloning conditions (not all) (spotted by KUDr)
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names, widget array and array of resize info stays the same length
Really bad stuff will happen if one of them contains a different number of widgets ;)
This is meant as a protection against incorrect additions of code rather than verifying that the current code works
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resized depending on the size of other widgets
This will ensure that say the horizontal scrollbar is as wide as the matrix even if only the matrix is altered in size
This is meant to make it easier to add more widgets without coding a lot of vehicle type specific stuff (you should still check all windows though)
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around in the window. Hopefully it's a bit easier to understand now
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vehicles in a depot.
IsWholeTrainInDepot() is removed as CheckTrainInDepot() could be used instead
Cleaned up the check to see if a vehicle is valid for start/stop
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This means that "Build vehicle", "Clone vehicle" and "Location" will always fill the space from the left window border to the resize button and they are equal in size
The sell button will also use all the space between the start/stop buttons and the resize button and for trains, the sell button is split into two buttons in equal sizes
This will prevent the issue where a small window is resized into a large one and the buttons remains pretty small
-Codechange: [depot window] The enum with widget names is now changed into automatic numbering so all lines will not have to be changed each time a new widget is added
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catalan - 4 fixed by arnaullv (4)
czech - 4 fixed by Hadez (4)
dutch - 4 fixed by habell (4)
french - 4 fixed by glx (4)
hungarian - 4 fixed by miham (4)
italian - 4 fixed by sidew (4)
spanish - 4 fixed by eusebio (4)
swedish - 38 fixed, 78 changed by cjw (116)
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are now disabled if you do not own the depot
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This was requested by peter1138
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uninitialized
This is not even correct since it's set in if (a) and later used in another if (a), but GCC didn't detect that
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windows
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estonian - 40 fixed by t2t2 (40)
swedish - 34 fixed, 3 deleted, 49 changed by cjw (86)
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This change is intended to make it easier to make depot behaviour consistent
and faster to code when adding more features in the future
The user interface should hopefully not be affected by this
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spanish - 10 fixed by eusebio (10)
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czech - 1 changed by Hadez (1)
galician - 14 fixed by Condex (14)
norwegian - 49 fixed by oletk (49)
spanish - 14 fixed by eusebio (14)
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This will ensure that you can always get the same list when checking for vehicles in a depot (no need to duplicate code for each place, that needs such a list)
Since the vehicles are only looped once for each redraw, drawing speed is around twice as fast (measured to be 114%-121% faster depending on the number of vehicles in the game)
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WindowEvent, which is now a struct
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contained "service in depot" displayed the stopping in depot string
This turned out to be due to OFB_HALT_IN_DEPOT and OFB_SERVICE_IF_NEEDED using the same bit
It appears that it doesn't matter for the code, so I adapted the string selection code to handle this
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czech - 19 fixed, 2 changed by Hadez (21)
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czech - 39 fixed, 7 changed by Hadez (46)
slovak - 18 changed by lengyel (18)
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it's not needed any longer
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italian - 12 changed by sidew (12)
slovak - 8 fixed, 3 changed by lengyel (11)
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GetNewgrfCurrencyIdConverted()
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those used in OTTD.
This will not reorder OTTD's currencies, but will make it so that
currencies affected by a grf will be those aimed by the writer.
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space, why should it be blocked?
It is the wrong test at the wrong place
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italian - 38 fixed by sidew (38)
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brazilian_portuguese - 13 fixed by fukumori (13)
german - 1 changed by Neonox (1)
polish - 4 fixed by meush (4)
portuguese - 22 fixed by supra90 (22)
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Now the num_engines array is updated for the buying player when merging two players
The incorrect caches aren't saved so no savegames will contain incorrect data due to this bug
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american - 26 fixed by WhiteRabbit (26)
catalan - 6 fixed, 2 changed by arnaullv (8)
dutch - 24 fixed by habell (24)
french - 4 fixed, 1 changed by glx (5)
german - 12 fixed, 1 changed by Neonox (13)
hungarian - 4 fixed by miham (4)
polish - 2 fixed by meush (2)
slovak - 16 fixed by lengyel (16)
turkish - 3 fixed by jnmbk (3)
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town authority rating.
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to reconstruct damaged DB
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Thanks to 'Delboy'
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none, your
own, or all companies.
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unfixed by r5798. Now there is proper comment, so it should not happen again.
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function was
still inside the ENABLE_NETWORK define. Thanks nycom.
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autoreplace to ensure that such a failure will not break a game
We should only reach this error() if there is a bug, that would otherwise make the vehicles carry a different type of cargo without telling the user
This also kills the warning added in r6464 (oops)
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SVN can do what is was supposed to do..
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added an error popup in the game if autoreplace fails to refit
Since it's only triggered by conditions bugs can trigger, it works kind of like a non-fatal assert in builds without asserts
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of course...
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height bounding
box of the string. Therefore rename the function to GetStringBoundingRect()
and have it return a BoundingRect type of width/height
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