Age | Commit message (Collapse) | Author |
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catalan - 12 changed by arnaullv (12)
estonian - 13 fixed by vermon (13)
finnish - 179 fixed, 13 changed by kerba (192)
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catalan - 17 changed by arnaullv (17)
galician - 11 fixed, 7 changed by Condex (18)
greek - 1 deleted, 1 changed by gonik (2)
polish - 1 changed by meush (1)
turkish - 6 fixed by jnmbk (6)
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behave as normal placement buttons, and not as push buttons.
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grf set with a buildable helicopter with a lower EngineID than the first buildable plane
Also removed a lot of const cast as they mess up the code and didn't help much
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could read from a NULL pointer
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(mainly by peter1138)
Now both names are checked against the cache (instead of just one of them) and we got rid of some global vars
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{STRING} in english.txt
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to a file of it's own
Also made some changes to it so it should be easier to unify all the build vehicle windows
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localization.
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american - 9 fixed by WhiteRabbit (9)
catalan - 3 changed by arnaullv (3)
danish - 2 fixed, 67 changed by ThomasA (69)
dutch - 1 fixed by habell (1)
estonian - 27 fixed by t2t2 (27)
galician - 11 fixed by Condex (11)
spanish - 8 fixed, 2 changed by eusebio (10)
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var, that's already 0
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type
-Fix r6513: [depot window] fixed incorrect line height for large ships
-Fix r6513: [depot window] fixed incorrect resizing of the sell button
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use it from there.
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mistake in the widget names (the game itself is unaffected by this)
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marked dirty when getting a WE_INVALIDATE_DATA event
This will make the windows mark dirty again when a new vehicle is available or one is removed from the list (again)
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InvalidateWindowData() in rail_cmd.c
Moved the actual modification of railtype to WE_INVALIDATE_DATA in the train depot handler
-Codechange: added SetWindowDirty() to WE_INVALIDATE_DATA as it made no sense to update the list without making the window dirty
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catalan - 7 fixed by arnaullv (7)
danish - 12 fixed by ThomasA (12)
dutch - 8 fixed by webfreakz (8)
hungarian - 9 fixed by miham (9)
italian - 9 fixed by sidew (9)
polish - 7 fixed by meush (7)
swedish - 20 fixed by daishan (20)
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used for all vehicle types
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catalan - 14 fixed by arnaullv (14)
estonian - 45 fixed by vermon (45)
french - 9 fixed, 9 changed by glx (18)
galician - 3 fixed by Condex (3)
german - 1 fixed by Neonox (1)
polish - 1 fixed, 2 changed by meush (3)
spanish - 1 fixed by eusebio (1)
ukrainian - 26 fixed by znikoz (26)
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to trailing empty blocks in the list array
Since they were freed with the rest of the array, it only meant that we wasted a few bytes (max 16) while the window were open and we didn't leak memory
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-Fix r6707: solved an issue where scrollcount was not always set correctly
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propeller planes, jet planes or helicopters
-Codechange: the build aircraft window now generates 3 malleced lists and displays based on those list
This is preparation for sorting aircraft
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vehicle type
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stopped and the player gets a message (like vehicle stopped in depot)
This should prevent a vehicle from failing to be refitted and then show up and block a station with full load.
In such a case, it's better to stop in a depot (that will not stop any other vehicles) and notify the owner
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against CT_NO_REFIT to checks for valid cargo IDs
This should prevent any bugs made by mixing up CT_NO_REFIT and CT_INVALID
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drop downs when there are no companies
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mentioned there)
-Now refit orders are copied when copying orders
-Fixed an initilation issue where CT_INVALID was used instead of CT_NO_REFIT (resulted in crashes in the order window)
-Fixed a compiler warning in the function to load TTD savegames
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is not refitable or not stopped in a depot
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american - 12 fixed by WhiteRabbit (12)
danish - 7 fixed by ThomasA (7)
dutch - 12 fixed by webfreakz (8), habell (4)
estonian - 13 fixed, 2 changed by vermon (15)
french - 6 fixed by belugas (6)
german - 6 fixed by Neonox (6)
polish - 7 fixed, 10 changed by meush (17)
slovak - 12 fixed, 2 changed by lengyel (14)
spanish - 6 fixed by eusebio (6)
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want to get the road bits under a bridge (thanx hylje)
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before... doing anything with them. (Thanks to MeusH for pointing this out...)
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refit window
This was actually not a bug from unifying this window as it was incorrect even before they were merged
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put 'break' after switch statements)
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brazilian_portuguese - 6 fixed by tucalipe (6)
german - 6 fixed by chu (6)
hungarian - 6 fixed by miham (6)
icelandic - 2 changed by scrooge (2)
italian - 12 fixed by sidew (12)
norwegian - 7 fixed by jhsoby (7)
spanish - 6 fixed by eusebio (6)
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horizontal scroll bar twice...
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danish - 7 fixed, 44 changed by ThomasA (51)
french - 6 fixed by glx (6)
hungarian - 6 fixed by miham (6)
polish - 6 fixed by meush (6)
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reliability instead of the lowest to make them useful even when old
-Fix: when retiring an engine design, invalidate the build windows and invalidate the build window data
-Fix: mark build windows dirty when engine reliability changes
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when the window data is invalidated or the window is generated, not on each redraw
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or both in the display
-Codechange: [train build window] to get rid of a really ugly hack, the train build list is now generated in one loop and stored in an array
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names and fixed some incorrect indents
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correct cache in the depot window
Nobody had problems so far, so we can assume that InvalidateWindowData() is used everywhere where it's needed
The check is just disabled, not deleted so it's quick to reenable if we change some code and wants to check this again
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in shared orders and station lists
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