Age | Commit message (Collapse) | Author |
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single headed locomotive caused an assert when being replaced to a dualheaded one
This triggered if the player had enough money to replace and refit one of them but not enough to refit the last one as well
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engines to the wrong cargo type if the old engine had no cargo capacity and the new one had
Now autoreplace will always look at the wagons to figure out what to replace to (as originally intended)
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rivers are drawn as canals. Rivers can currently only be placed with-in the scenario editor.
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compatibility code can be removed
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with sound
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window (and 'players' command)
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widgets to avoid separate DrawString()s, and do the same for the scenario flat-land window.
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fixed pixel positions
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road bridge
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constants
-Fix: refit button widget was not correctly updated
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arrow. Arrows are now drawn in a consistent position based on the widget, instead of randomly positioned by pixel.
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disaster too
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builder and (second?) vehicle list windows
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gameload and crossing construction)
-Fix: crossing sound is bound to tile, not to vehicle
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lobby/setup and news settings windows
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crossing and after loading older savegame
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separate DrawString() calls with widgets, use dropdown widgets, and use consistent positioning/sizing.
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livery windows
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vehicle, group vehicle list and station list.
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to eventually replace use of two widgets for each dropdown control.
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leaving crossing, train crash
Fixes several ways to leave crossing red forever or to leave it unbarred when there is a train on crossing
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a duplicate of ShowReplaceGroupVehicleWindow().
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non-flat tiles, too.
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unneeded strings
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ungrouped is not technically a valid group, and ensure dropdown is removed
on any click in the window.
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Patch by Yexo.
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uninitialized memory in the AI.
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is that it is now possible for any widget type to be shown disabled.
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or industry tile
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the code at some places
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dynamically, and assign an enum for the function return codes.
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the dropdown text/button. Other times is not needed and caused a double free.
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