Age | Commit message (Collapse) | Author |
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italian - 8 fixed by lorenzodv (8)
korean - 3 fixed by leejaeuk5 (3)
simplified_chinese - 119 fixed by ww9980 (119)
spanish - 1 fixed by eusebio (1)
swedish - 13 fixed by ChrillDeVille (13)
ukrainian - 3 fixed by mad (3)
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for very old savegames (including TTD's) making it impossible to remove some pieces of road.
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the current compile farm instead of the former compile farm.
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tunnels and bridges
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latest relative to tip revision, not to the current working revision
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the current working revision.
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Patch by yorick
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know it is a tram, so compiler doesn't generate code for trains and ships
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depots, it is drawn through depot walls
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they have colour of invalid player
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next/previous sign in signs_gui.cpp (Roujin)
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Also, it makes sure the RenameSignWindow isn't open when there are no signs (and crashes associted with that)
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station is deleted, aircraft may go crazy (and crash the game)
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crashes at several places when the station pool got smaller
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little memory leaks)
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president and company renaming commands, too
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old savegame, it's default name was empty
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vehicles, engines, towns, groups, stations, waypoints, managers and companies)
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introducing a daily random industry change.
This will allow to perform more changes per month on big maps and less on smaller maps, while not overtaxing the IndustryMonthlyLoop process.
Thanks to frosch, for nice code ideas and rewrites
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ShowQueryString()
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renamed before building anything, company name changed
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and build something near that town your company would be called "<old townname> Transport".
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czech - 2 fixed, 31 changed by Hadez (33)
english_US - 211 fixed by WhiteRabbit (211)
galician - 193 fixed, 10 changed by Condex (203)
german - 2 fixed, 38 changed by sulai (40)
swedish - 60 fixed by ChrillDeVille (60)
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an oilrig when the helicopter gets forcefully removed (bankruptcy). For other airports this isn't needed as they can't be used by multiple companies.
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hexadecimals.
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window is scrolled (yorP)
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order pool fills up a bit slower
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as the chatbox got a higher priority than the OSK instead of the usual other way around.
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conditional orders on ships treated v->orders as an array, and didn't use the correct next order.
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drive-through road stops in the wrong direction even when the roadtype is present
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drive through road stop/level crossing
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to their own file.
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network lobby.
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order is invalid.
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for a roadstop.
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-Fix [FS#2292]: inconsistency between drawn vehicle lists in the vehicle list and group windows.
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multistop when they are really reachable.
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