Age | Commit message (Collapse) | Author |
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This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once
ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the
vehicle overview windows
Note: autorenew is now autoreplace, but to the same engine type
Nice new features, that was added to make this possible
- windows can now have two independant vertical scrollbars
- CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with
estimated costs even if shift is pressed
- fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
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as in type in vehicle
it was kind of lame that you should use AircraftVehInfo(), ShipVehInfo() etc. if you wanted to know what type the engine is
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to check limits
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spritegroups (i.e. the cars transporter in DBSetXL gets different cars each time) (pasky)
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(invisible to users of GetCustomVehicle*() wrappers). Needed for deterministic spritegroups support (pasky).
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sprite.h (pasky)
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supported now and only
the first custom one can be placed (no selector GUI, coming soon). This
also moves some global variables to {struct GRFFile} and reorders which
actions are processed in what stage, to get it all working together --
(pasky)
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AircraftVehicleInfo[] as well. table/engines.h is now the same as in the _map branch.
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road_vehicle_info table, like it already is for trains and ships. Needed
for GRF custom override support. (pasky)
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small renamings (pasky and octo).
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vehicle selection dialogs. (Idea by octo, done by pasky).
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