Age | Commit message (Collapse) | Author |
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This means that in the intro menu the 'Quit' button immediatelly quits
and the 'Quit' in the menu of the normal game and scenario editor
immediatelly quits when the 'autosave_on_exit' patch is turned on.
This is the same way as the OS/window manager initiated quits, like
alt-F4 and the 'x' in the (OS/window manager drawn) title bar of OTTD.
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called or have no effect.
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network game password handling somewhere were it belongs to
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plain confusing
All the struct holds is a simple colour gradient, so using a simple array with 8 entries is more clear
Also add the names of colour the gradients as enum
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{' -> '} else {', tabs between code and comment, etc.
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parameter of FillDrawPixelInfo() and simplify some expressions
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functions and variables all match eachother
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invalid ones
-Codechange: use IsValidXXX where ever possible
Note: both changes to prepare for new pool system, which needs those changes.
For every pool there are 2 ugly lines, which will be removed when done
implementing new pool system.
Based on FS#13 by blathijs, partly implemented.
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label
CodeChange : Move almost all fixed strings from ON_PAINT event to Widget array using WWT_LABEL.
Feature : All "Select Refit Cargo" are now centered, instead of been left aligned
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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of a general function that handles that
-Codechange: use always 'e' for WindowsEvent, neverr 'we'
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windows handle them theirself. Added WE_SCROLL for this.
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- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
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textboxes to only
allow certain patterns (like numbers only)
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convert a Date to/from a YearMonthDay.
-Cleanup: swap ConvertDateToYMD's parameters to make the order consistent with the name of the function.
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date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
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more flexible mechanism
Simplification of the handling of the main_gui menus,
Removal of repetitions and Hiding the internals of screenshots.
Thanks to glx, Rubidium and Truelight for pointers
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This also fixes a bug:
-Fix: It was possible to rename a signs or waypoints with the chat box
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is selected in the scenario editor.
-Side effects:
- Removed one global variable from variables.h
- Remove an ugly hack for the "many random towns" function
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appropriate enums
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Don't tell the Textbuf an arbitrary number as size of the string buffer, but the real lengthof() it
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(?!), therefore don't pass this information as parameter
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chat box from the "text box"-widget instead of hardcoding an arbitrary - and wrong - number
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string
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so don't jump through hoops to check if nothing was entered and simplify the code
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by TILE_HEIGHT. Reverted one change from the previous commit because it was faulty
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create/use helper macro/enum for recoloring scheme
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(matthewwalton)
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local variable
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in the scenario editor are interchanged (Reported and fixed by lc)
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connected to a server as a spectator.
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-Fix: [ FS#30 ] don't reset date in SE when pressing RandomLand (rewrote patch of MeusH, but Peter warned me I should put his name in, so... oh well)
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their actual use, and add "Close Window" tooltip where missing.
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This means that any user attempt to remove a rear engine will tell the user to move the front engine instead
This fixes the assert when moving multiheaded engines (introduced in r3144)
Note: to make old savegames use this feature, some engines might be turned around in order to link engines in pairs
-Codechange: train subtype is now a bitmask
This allows fast access to info like if it is a wagon or engine and if it is in front and so on
Note: savegame version bump
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-Indentation
-Whitespace
-DeMorgan's Law
-Test with NULL or 0 for non-booleans
-'\0' instead of 0 for chars
-Remove redundantly redundant comments (like DoFoo(); // Do foo)
-Join multiple short lines with a single statement
-Split single lines with multiple statements
-Avoid assignments in if
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Also align short cases nicely
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