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2006-09-04(svn r6386) -Fix(r6376): removed a warningglx
2006-09-04(svn r6385) -Fix (r6380): one instance of QZ_AskQuit was left out in the ↵rubidium
conversion to HandleExitGameRequest.
2006-09-04(svn r6381) -Cleanup: make the '/* */' comments that span multiple lines ↵rubidium
more uniform. -Cleanup: whitespace alignment of a few tables.
2006-09-04(svn r6380) -Codechange: unify all ways to quit OTTD.rubidium
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.
2006-09-04(svn r6379) -Codechange: cast 'remove babel' on widget's unkA and rename it ↵Darkvater
to 'data'.
2006-09-04(svn r6378) -Codechange: Rename VLW_FLAGS to VLW_MASK as it is a maskDarkvater
2006-09-04(svn r6377) -Codechange: Set up the widgets in the WE_CREATE instead of on ↵Darkvater
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
2006-09-04(svn r6376) -Codechange: [vehicle refit] moved all refit cost calculations ↵bjarni
into GetRefitCost() Now it's possible to tell refit costs for an EngineID without actually having build a vehicle
2006-09-04(svn r6375) WebTranslator2 update to 2006-09-04 08:35:58miham
german - 1 changed by Neonox (1) spanish - 87 fixed by eusebio (87) turkish - 4 fixed by jnmbk (4)
2006-09-03(svn r6372) -Codechange: static, unneeded decleration in headers, ↵Darkvater
superfluous header includes -Codechange: Unify the Sorting struct both for vehicle-lists and network-lists.
2006-09-03(svn r6370) -Codechange: moved all the remaining setup for ↵bjarni
PlayerVehWndProc() into WE_CREATE
2006-09-03(svn r6369) -Fix (r5886): On loading of game in scenario editor the player ↵Darkvater
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.
2006-09-03(svn r6368) -Fix [FS#136]: Station catchment area persists after switching ↵Darkvater
tools. The correct fix was to reset the highlight box if any size changes (grimrc)
2006-09-03(svn r6367) -Codechange: Speed up the animated cursors a bit so they move ↵Darkvater
once in a while at least.
2006-09-03(svn r6366) -Fix (FS#324): when opening a scenario, the date was set 1920 ↵rubidium
years into the future.
2006-09-03(svn r6365) -Cleanup: remove IsGeneratingWorld calls that are either not ↵rubidium
called or have no effect.
2006-09-03(svn r6364) -Codechange: forgot to set the $Revision$ keyword on ottdres.rc ↵Darkvater
in r6358. Doh
2006-09-03(svn r6361) -Fix: When removing orders of a deleted station/depot/waypoint ↵tron
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
2006-09-03(svn r6360) -Codechange: Polish RemoveOrderFromAllVehicles()tron
2006-09-03(svn r6359) -Fix: Do not reset the current cursor action when centering on a ↵tron
depot/hangar (noticed by Neonox)
2006-09-03(svn r6358) -Codechange: update resource file to reflect development tree ↵Darkvater
(0.5.0.0) as file version, and added revision number. Also remove SWEDISH resources.
2006-09-03(svn r6357) -Cleanup: [OSX] corrected some info for the bundle (info window ↵bjarni
in finder)
2006-09-03(svn r6356) -Fix: FS#263 planes come out of hangar and drive back into hangarbjarni
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
2006-09-03(svn r6355) -Fix: Go to hangar orders for aircraft could get spuriously ↵tron
removed when a road or rail depot got deleted (Darkvater and me) This bug is probably ages old
2006-09-03(svn r6353) -Codechange: Make DestinationID a typedef of uin16, which is as ↵tron
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
2006-09-02(svn r6352) -Fix: FS#322 Send to depot bugbjarni
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
2006-09-02(svn r6351) -Fix: Due to some off-by-one errors the width or height of a ↵tron
clipping rectangle could become 0, which isn't sensible. This should fix a very rare and hard to trigger assertion in GfxFillRect()
2006-09-02(svn r6350) -Codechange: moved some setup stuff into WE_CREATE in ↵bjarni
PlayerVehWndProc() This is possible now that the window number is known when running WE_CREATE and it's a nicer solution
2006-09-02(svn r6348) -Codechange: Remove redundant assignmenttron
2006-09-02(svn r6347) Undotron
2006-09-02(svn r6346) -Codechange: Remove redundant assignmenttron
2006-09-02(svn r6345) -Codechange: AllocateWindowDescFront() now ensures that ↵bjarni
window_number is set before calling the WE_CREATE event this allows using the window_number in WE_CREATE window event handlers
2006-09-02(svn r6304) -Codechange r6295: Use !! instead of (bool) in commands to send ↵bjarni
vehicles to depots
2006-09-02(svn r6303) -Codechange: Remove dead codetron
2006-09-02(svn r6302) -Codechange: Remove dead code paths, because the lowest bit of ↵tron
Sprite::info is never unset
2006-09-02(svn r6301) -Codechange: if () cascades -> switch ()tron
2006-09-01(svn r6300) -Fix: FS#321 autoreplace / wagon removalbjarni
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
2006-09-01(svn r6299) WebTranslator2 update to 2006-09-01 16:00:05miham
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)
2006-09-01(svn r6298) -Fix(r6297): add network_gui.h to MSVC projetc filesglx
2006-09-01(svn r6297) -Codechange: Disentangle the query window mess a bit: Move the ↵tron
network game password handling somewhere were it belongs to
2006-09-01(svn r6296) -Fix (r6186): some more (YAPF) settings were affected by ↵rubidium
accident. Thanks to mart3p for noticing (and to SVN for failing to mark the changes as conflicts).
2006-09-01(svn r6295) -Feature: using goto depot with a different control selection ↵bjarni
will now alter the service/stopping in depot flag instead of cancelling the goto depot order
2006-09-01(svn r6294) -Cleanup: Add statictron
2006-09-01(svn r6293) -Codechange: Simply use KMOD_CTRL instead of KMOD_LCTRL | ↵tron
KMOD_RCTRL, same for KMOD_SHIFT
2006-09-01(svn r6292) -Cleanup: Indentation, bracing, etc.tron
2006-09-01(svn r6291) -Feature: Vehicle lists from the station window now also got the ↵bjarni
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)
2006-09-01(svn r6290) -Feature: When automatically detecting the language try to first ↵tron
match language+territory (e.g. de_CH), then just language (e.g. de) and fall back to en_GB otherwise
2006-09-01(svn r6289) -Fix(r6108) : case 0x48 (generic text) should not have been set ↵belugas
over newstations. It grabbed everyting. Instead, we are now using ids for that purpose, 0xC9, oxD0, 0xDC (FS#304 by Osai) - Protect newgrf text from entries of 1 char and fewer - Protect currency name from an overrun of ids Thanks to glx
2006-08-31(svn r6288) -Regression: Restore automatic language detection, which was ↵tron
broken in r4886 when the language codes got extended
2006-08-31(svn r6287) -Codechange: Remove a redundant checktron