Age | Commit message (Collapse) | Author |
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back to UTF8 characters
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since ALL language changes done today are garbage due to a quick bugfix in WT2 which introduced another, much more serious bug: put an utf8_to_htmlcode() call to a wrong place
I will fix the affected language files soon (20-30 minutes)
Please excuse me for this whole problem :-(
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Use initialisers, reduce variable scope, remove spurious whitespace, fix format string to make it readable
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disabled.
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brazilian_portuguese - 3 changed by fukumori (3)
danish - 21 changed by MiR (21)
german - 1 fixed by Neonox (1)
japanese - 24 changed by ickoonite (24)
norwegian_nynorsk - 1 changed by pollux (1)
russian - 5 fixed, 75 changed by DarkFenX (80)
slovenian - 57 changed by Necrolyte (57)
swedish - 1 fixed by daishan (1)
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custom station is in use.
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gave them proper constructors/destructors (Thanks to KUDr for a nice interactive C++ lesson)
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way for all loops
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make sure we do not try to send zero-byte savegames.
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parameter if a player was also specified. (both IP#Player:Port and IP:Port#Player btw)
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zero, when the connection gets lost at the right moment or when the packet is malformed (server sends size 0 for the map).
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ptr
list.
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NOT the original one. Reason for this is that this md5sum is saved, and otherwise a wrong md5sum would be stored in a savegame.
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and rename Submarine1/2 to small/big
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removed either accidentally or on purpose, will look after it later
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brazilian_portuguese - 1 fixed, 66 changed by fukumori (67)
catalan - 1 fixed by arnaullv (1)
czech - 1 fixed by Hadez (1)
danish - 1 fixed, 1 changed by MiR (1), ThomasA (1)
french - 1 fixed by glx (1)
hungarian - 1 fixed by miham (1)
italian - 1 fixed by sidew (1)
japanese - 1 fixed, 63 changed by ickoonite (64)
norwegian_nynorsk - 1 fixed, 37 changed by khaavik (28), pollux (10)
portuguese - 1 fixed by izhirahider (1)
slovenian - 1 fixed by Necrolyte (1)
ukrainian - 5 fixed, 16 changed by fevral13 (4), znikoz (17)
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old savegames.
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disaster code.
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masking of trackbits
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the cached vehicle weight for trains properly. This caused (in network games) the server to have a different cached vehicle weight than newly joined clients would have, which causes desyncs.
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check for it.
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ShowRejectOrAcceptNews() to work with cargo IDs instead of cargo names, and explicitly list the different strings to use.
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road build toolbar in the scenario editor
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date, which can be set by each network player seperately.
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brazilian_portuguese - 4 fixed by fukumori (4)
bulgarian - 1 fixed, 48 changed by groupsky (49)
croatian - 163 fixed, 60 changed by Ydobon (223)
danish - 23 changed by MiR (23)
esperanto - 2 changed by LaPingvino (2)
italian - 4 fixed by sidew (4)
japanese - 5 fixed by ickoonite (5)
norwegian_bokmal - 4 fixed by brygge_2 (4)
norwegian_nynorsk - 830 changed by khaavik (822), Eikje3 (8)
portuguese - 4 fixed by izhirahider (4)
slovenian - 4 fixed, 64 changed by Necrolyte (68)
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reset correctly
While it's not certain if this would have any serious sideeffects (or any at all), it's reset when intended now
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incarnations of gcc
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producing cargo, like its counterpart in temperate climate.
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excessive payment any longer, as the origin TILE is now stored as long as the origin STATION for the transported cargos. Basically this is only a temporary fix until cargopackets are implemented, but it fixes one of the oldest known bugs (Special Thanks to Darkvater for lots of testing)
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The landscaping toolbar can be reached at least as easy directly from the main toolbar.
Further two of the four toolbars uses 'l' as keyboard shortcut for this button, which plain does not work (The letter has to be uppercase).
This was covered by the fact there is a global shortcut 'L' to open the landscaping toolbar, so the individual checks in the four build toolbars were redundant anyway.
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Note: this is again another not so nice workaround as Objective C fails to include C++ code in the headers
We should move to Objective C++ as soon as possible, but such a change is not done overnight and
this quick fix will allow OSX to compile until the prober solution is done
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shoots. Chopper comes from the north-east, so it looks in +15 direction (forward), not -15 direction. Probably bad copy-paste from airplane-destroys-oil-refinery disaster.
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for savegames with version 24 or lower and do not calculate roadstop->num_vehicles when reading the roadstops as the vehicles might not be loaded at that moment.
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StationRect::methods.
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removing duplicates as the PEBKAC effect can result in the user adding the same grf's in the config file.
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incorrect assumption of requested memory for sprites (smatz)
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is pressed too vehemently during the join of the game. Your client's id does not exist in the clients list yet, and returns NULL.
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member ‘<class>::<member>’ of NULL object'. It is weird, but renaming the 'offsetof' macro helped.
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include a file missed last time...
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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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Station destructor (Tron)
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(still some warnings, working on it)
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