Age | Commit message (Collapse) | Author |
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appropriate warning flags in the Makefile
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When using the autorail tool, the rail pieces which are going to be build are highlighted.
If a piece is shown in red, this indicates that the slope/rail combination is impossible. It does not tell you if the rail line construction might not be possible because of other obstacles, e.g. houses or water.
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Replace some direct references to _map_type_and_height with TileHeight()/IsTileType()
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them into inline functions and add some asserts
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shift+del does this.
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Error box is also shown in scenario editor for terraforming, thus solving the eternally-pulsating-tile problem.
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player_gui.c ^ should've been &
-Fix: in multiplayer clientlist can only be opened once
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is open. This also happened for towns and the land information window
-Added DeleteWindowByClass() function that deletes all windows of a given class
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it for
dynamic arrays
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with top5 companies for a given difficulty (select the difficulty in the menu)
-Added endgame score on 1 jan 2051 where you are added to the highscore if sufficiently large points have been accumulated. Game is paused while
-These values are saved in hs.dat; added read/write functions for it
-Added code to delete all windows to show charts. There is one issue left: somehow a news-gui pops up in front of the the chart at the end of the game.
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year between 1920-2090 as wel as adding defines for it.
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the latter into inline functions names Tile[XY]
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rocks on trees and vice versa
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find out
how the system works. All useful windows are already made resizable. Enjoy :)
-Fix: fixed some GUI-glitches and flaws along the way
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lot of money)
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-Fix: You can enter some more chars in the chatbox
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-Fix: removed some warnings
-Enabled ENABLE_NETWORK on windows again which I accidentally commented out.
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status bar and main bar remain)
-Fix: For everyone who tried to crash the game by opening a huge amount of windows and stickying all of them; bad luck. It's fixed now (thanks Tron for the helpful criticism). First all normal windows are a candidate for replacement, then if none are found, sticky windows. Then..well that should not happen :)
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three), Stations (list & window) and Towns (list & window). I hope I didn't forget to update a widget somewhere :O
-Feature: With the sticky windows on and some unfortunate resizing of your game it the 'close' button might go outside of the playing field, making it impossible to close. Added an option to the Options menu that closes all windows, even if they are stickified ("Close ALL windows")
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went bankrupt
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hardcoded strings)
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somebody else
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user to set the window as undeletable and can only be closed by hand. As an example the viewport window has been stickied (thanks to Neko-San)
-To use the feature add WDF_STICKY_BUTTON to the widget description and update all widget-ID's since sticky button will be widget 2.
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map.c and map.h
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They joined, they got the map, but it took some time before the new
player was created. In this time a player could do stuff, causing a
player-id-mismatch, and the player was kicked out. Now a player get's a
nice GUI which says: registering.. When that is gone, the player is
joined and can play safely. Tnx to Moriarty for bugging me with this bug ;)
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- to chat with all players press Return (or Shift-T) and type in the message
- Press Return again to send the message
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typing is open
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- Landscaping buttons have to be accessed from the landscaping toolbar
- Landscaping toolbar can be opened from all other toolbars
- The order of buttons in the docks toolbar now matches the other toolbars
- Landscaping toolbar has new keyboard shortcuts
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disconnect without cleaning up.
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This adds a little button per vehicle class to the station window which opens a list of all vehicles that have this station on their schedule.
As side effect this gets rid of some global variables.
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missed all this time; but is fixed now.
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-Fix: Some settings went wrong in merge
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Also play the correct sound when a toyland road vehicle breaks down
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- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest)
- use inline functions instead of macros
- add assert()s to check for buffer overruns
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This should reduce the compile time after altering english.txt by about 1/3, because "only" 62 instead of 90 .c files must be recompiled.
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with its own name and all other DO_* flags.
Now it is active-true.
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displays the installed grf sets, you can't (de)activate them through the gui yet
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Thanks to lvoge
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