Age | Commit message (Collapse) | Author |
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./configure --reconfig to fail
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the SDK dir from psp-config
-Fix: disabled pthread for PSP
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DEBUG() to a remote connection over TCP
For example, launch on 192.168.0.1 with, say, netcat a listener: netcat -l -p 3982
Launch OpenTTD on a remote host (say, PSP): ./openttd -l 192.168.0.1 -d9
And you get all debug information on 192.168.0.1. Very useful for debugging Portable systems.
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target
In the coming days/weeks there will be an attempt to port OpenTTD for
this target. This is a very small step towards that.
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finnish - 8 fixed by kerba (8)
russian - 4 fixed, 2 changed by DarkFenX (6)
slovak - 2 changed by lengyel (2)
spanish - 7 fixed by eusebio (7)
traditional_chinese - 38 fixed, 27 changed by thomasau (65)
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VEH_Train is 0, VEH_Road is 1 and so on
This means that "v->type" can be used as array indexes instead of VehTypeToIndex() (or "v->type - VEH_Train/0x10 as the code still used in some places)
Surprisingly this can be done without changing the savegame format
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set the ownership of the water tile when the buoy is removed. This solves the issue of removing ownership from canal tiles thus making is possible for other players to remove the canal tile.
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Remove redundant assignments. The function call just before already does it
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Fix harmless typo: s/,/;/
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american - 6 fixed by WhiteRabbit (6)
brazilian_portuguese - 11 changed by fukumori (11)
croatian - 29 fixed, 1 changed by tperic (30)
danish - 2 fixed by MiR (2)
dutch - 4 fixed by habell (4)
french - 1 fixed by glx (1)
korean - 18 changed by leejaeuk5 (4), darkttd (14)
russian - 4 fixed, 31 changed by DarkFenX (35)
slovak - 7 fixed by lengyel (7)
traditional_chinese - 2806 fixed by sam0737 (93), cylau0 (412), xbddc (109), thomasau (440), tiberiusteng (1752)
ukrainian - 4 fixed, 1 deleted, 3 changed by mad (8)
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files as well
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performance
details window is no longer active, choose the first active player instead of
the first player as that may also be inactive.
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and enummed some speed limits. This should give a more steady display in the status bar during taxiing
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autoreplace window
-The user will notice the following changes:
All vehicle types behaves in the same way
Adding/removing an engine (new design and so on) can no longer result in the window selecting a new engine
All valid replacements will be displayed since it looks at refitting options as well (this solves the missing ships with the newships GRF)
Since you can't replace an engine into itself, the engine selected in the left list will no longer appear in the right list
-The code changes:
Instead of looping all engines all the time, each list generates a list like the build windows
This ensures consistent list generation since only one function can loop all engines
Unified code for all vehicle types
It now use the lists to call the drawing code in the build vehicle window
Works on selected EngineIDs instead of selected index in the list
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road vehicle gets its speed reset to 0 when entering a tunnel, which causes a traffic jam outside of the tunnel.
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there is no town 0, even though there are other towns.
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This will permanently solve the issue where compilation on OSX broke because C++ code was added to some header files
-Note: (important if you develop mac specific code)
taken from http://developer.apple.com/releasenotes/Cocoa/Objective-C++.html
gdb lacks an integrated C++ with Objective-C parser. This means that gdb won't be able to evaluate expressions that contain both C++ and Objective-C constructs.
gdb assumes that the language for ".mm" files is C++.
you can change it to objective C by typing: (gdb) set language objc
Mixing C++ and objective C has some limitation (see link for all of them)
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gets flooded and there is a vehicle on the bridge. Original patch by KeeperofTheSoul.
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catalan - 1 fixed by arnaullv (1)
czech - 3 fixed, 12 changed by Hadez (15)
esperanto - 2 fixed by LaPingvino (2)
hungarian - 4 fixed by miham (4)
korean - 8 fixed by leejaeuk5 (8)
portuguese - 2 fixed, 2 changed by izhirahider (4)
russian - 11 fixed, 14 changed by DarkFenX (25)
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Reorder the attributes of some structs to reduce their size
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debug information emission for enum 'StringIdEnum'"
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This due to the fact that some stl headers will include them anyway and #undef several defines made in stdafx.h.
An example of this is that fopen that we redefine to _wfopen (for Windows Unicode compatability), is reverted to a non-Windows Unicode compatible fopen. This makes it impossible to start openttd with non-ASCII characters in the path or load savegames with non-ASCII characters under Windows.
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Add a regular constructor and destructor to AirportFTAClass
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the top. (Based on a patch by gigajum)
- The replacement bridge must be the same transport type, and if it's a rail bridge it must have the same railtype.
- Town owned bridges can also be upgraded, but only to a bridge with a higher top speed.
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Remove untranslated strings
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Fix indentation
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Remove incorrect empty translations
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Replace very old tabs which should be spaces by spaces
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brazilian_portuguese - 1 changed by fukumori (1)
croatian - 78 fixed, 1 changed by tperic (79)
german - 15 changed by Neonox (15)
portuguese - 4 fixed by izhirahider (4)
russian - 10 fixed by DarkFenX (10)
slovenian - 4 fixed by Necrolyte (4)
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-Codechange: Put the airport movement data into struct AirportFTAClass
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Building a vehicle does not involve allocating orders, so do not check whether orders could be allocated
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Do not check whether the end of the depot array has been reached when building an aircraft. This cannot happen, just assert it really does not happen
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Remove redundant second retrieval of the AircraftVehicleInfo when building an aircraft
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Remove redundant second retrieval of the station and airport when building an aircraft
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booleans.
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to network_gamelist.h
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via UDP and TCP.
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servers are found for slow network connections.
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static
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