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2005-05-12(svn r2298) - CodeChange: removed CmdAbuses: CmdSetTownNameType(), ↵Darkvater
CmdStartNewGame(), CmdCreateScenario(), CmdSetNewLandscapeType() and CmdGenRandomNewGame(). - CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands. - CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP. - CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
2005-05-09(svn r2288) - CodeChange: protected the next batch of commands (41 so far, ↵Darkvater
out of 115). - CodeChange: changed the airport gui airport-type checking. Added function GetValidAirports() that returns bitmasked availibility, is also used for checking. - CodeChange: to check tree-planting, 2 const arrays have been moved to table/tree_land.h (type and count) - CodeChange: added IsTownIndex() in following of IsStationIndex(), etc. - Fix (regression): road tunnels did not work anymore, forgot that their type was 0x200 (documented now)
2005-04-14(svn r2198) renamed MacOS to MacOSX where it was written wrong. Made myself ↵bjarni
MacOSX porter as well as coder
2005-03-28(svn r2100) - Fix: [1024703]: Infinite access for A:\ (win32). Patch ↵darkvater
[1171208]. Only requery drive(s) if the user changes a directory, also surpress the OS error box that pops up on some windows machines. Tron + glx (and me)
2005-03-28(svn r2098) Make a variable static, move a function declaration to a header ↵tron
and remove unnecessary preprocessor magic
2005-03-27(svn r2082) I have a name too!matthijs
2005-03-27(svn r2081) I have a real name, too.pasky
2005-03-25(svn r2060) Clean up some string construction and remove now unused macrotron
2005-03-25(svn r2057) Add InlineString() to make _userstring construction a bit cleaner.tron
2005-03-12(svn r2004) - Fix: [ 1149487 ] Autosave ignoring settingsDarkvater
- Fix: [ 1153926 ] All my settings in vain... IGNORED! - Change: I hope I got it all right. Pressing 'New Game' (either choosing random or a preset scenario) and 'Create Scenario' will start a new game with the settings and difficulty in the intro menu. Using 'Load Game' and 'Play Scenario' will take the values from the savegame/scenario itself.
2005-03-04(svn r1923) - Fix: [ 1155696 ] Crash with german umlauts in station names. ↵Darkvater
The width was not calculated using unsigned values, so all characters above 128 were "negative" - Codechange: a more proper check for a null pointer in tunnelbridge_cmd.c should have gone in with the previous commit
2005-02-22(svn r1901) - Fix: unwanted behaviour of the savegame dialog, as well as a ↵Darkvater
bug with a sloppy termination of a string. When any editbox is open, scrolling is disabled. If any new types of editboxes come up, please use SET/CLRBIT of _no_scroll with its unique identifier (ttd.h)
2005-02-22(svn r1896) - Fix: remove Translated by hack since it's not usedDarkvater
2005-02-21(svn r1894) - Codechange: cleaned up the console a bit, wholly unified ↵Darkvater
handling of text with that of editboxes - Codechange: Introduction of Textbuf struct which not only holds physical data as length but also pixel-constrains (width) and information about the caret - Codechange: Move Clipboard function to OS specific file. Currently only Windows has clipboard actions - Feature: Editboxes, console and exit screen also accept the numeric-enter as a yes - Feature: Navigation through text with cursor keys is possible, as well as arbitrary insertion (also paste) and deletion; both backspace and del keys. Functions DeleteTextBufferChar, InsertTextBufferChar and InsertTextBufferClipboard handle input and deletion. Navigation is done through MoveTextBufferPos. - Fix: OTTD crash when opening 'add server' editbox - CodeChange: fix up some stringwidth calculations in gfx.c. You can get the width in pixels of a character by calling GetCharacterWidth().
2005-02-19(svn r1890) Begin to clean up the edit box: Remove one global variable and ↵tron
split the combined edit/original buffer into two
2005-02-13(svn r1867) Include tables/sprites.h only in files which need ittron
2005-02-10(svn r1853) Move spritecache function declarations into a header of their ↵tron
own and use SpriteID as parameter type where appropriate
2005-02-08(svn r1849) Use the cheat entry enum for CheatEntry.type and remove unused ↵tron
enum values
2005-02-08(svn r1848) Remove the obscure feature of initialising the edit box with the ↵tron
contents of str_buffr - it was unused anyway. Remove it from the chat box too, which inherited it via copy&paste.
2005-02-07(svn r1845) - Revert r1835 since it totally screws network compilingdarkvater
- Fix: fix some VS.NET warnings - Add missing file to VS.NET project file
2005-02-07(svn r1840) Repel str_buffr and use local buffers where possibletron
2005-02-06(svn r1833) byte -> char transition: the resttron
2005-02-06(svn r1827) Next iteration of the byte -> char transition: some string ↵tron
drawing functions and buffers
2005-02-06(svn r1813) Declare functions implemented in strings.c in their own shiny ↵tron
new header (though i think some of these function don't belong into strings.c)
2005-02-05(svn r1808) Use strcmp() instead of home brewed function str_eq()tron
2005-02-05(svn r1803) Move debugging stuff into files of it's owntron
2005-02-03(svn r1778) - Fix: [ 1115200 ] In the main menu, when starting a new game ↵matthijs
while the load game dialog is open, openttd asserts.
2005-01-26(svn r1678) Added cheat option for setting production of raw-material ↵miham
product industries in game
2005-01-23(svn r1632) -Fix: [1108008] Scenario creation bug; engines are of correct ↵darkvater
year when scenario is saved
2005-01-23(svn r1627) -Fix: The tabulizer in action ^_^darkvater
2005-01-23(svn r1626) -Updated readme and credits list.darkvater
2005-01-23(svn r1625) -Alphabetized credits listdarkvater
2005-01-23(svn r1606) Fix some bogus caststron
2005-01-22(svn r1596) Add some more staticstron
2005-01-22(svn r1594) Convert all undefined parameter lists to (void) and add the ↵tron
appropriate warning flags in the Makefile
2005-01-14(svn r1508) Remove duplicate declarations and include proper headers where ↵tron
necessary
2005-01-13(svn r1496) -Fix: highscore no longer crashes in network games with a ↵darkvater
dedicated server. At the end of the game (can only be set by the server) the highscore is shown for the top5 companies of that game -Fix: fixed some compiler warnings -Added PF_NETWORK_ONLY flag to settings. Such a setting can only be modified in a network game.
2005-01-10(svn r1476) -Fix: [1099209] Catchment area with drag&drop stations (Celestar)darkvater
2005-01-09(svn r1451) Fix some of the signed/unsigned comparison warningstron
2005-01-07(svn r1414) Move TileIndex, TILE_MASK and GET_TILE_[XY] to map.h and turn ↵tron
the latter into inline functions names Tile[XY]
2005-01-06(svn r1398) -Feature: CTRL+V (Paste) now works on all editboxes. This ↵darkvater
includes 'Add Server', chat, etc. Feature is Windows only.
2005-01-06(svn r1397) Add missing RESIZE_NONEtron
2005-01-04(svn r1379) -Fix: various GUI glitches. Added default sizes to various ↵darkvater
widgets. Sticky/Resize- and Scrollbar must be 11 pixels wide, Horizontal scrollbar 11 pixels high, caption must be 13 pixels. I hope I didn't forget any widgets, the game will assert for that so report them to me!
2005-01-04(svn r1374) -Feature: Add sticky item to finances window; sticky remains ↵darkvater
when requesting big/small window -Moved resize icon in save dialog to bottom-right
2005-01-03(svn r1348) -Feature: resizable windows. Read the comment in window.h to ↵truelight
find out how the system works. All useful windows are already made resizable. Enjoy :) -Fix: fixed some GUI-glitches and flaws along the way
2005-01-03(svn r1341) -Fix: fix WWT_FRAME drawing when there is no text there (STR_NULL)darkvater
-Copyright notice is now 2002-2005 for all languages
2005-01-03(svn r1340) -Feature: scrolling credits list...finally! Hope nobody gets ↵darkvater
offended if I forgot them.
2005-01-02(svn r1323) Adding autoreplace featurebjarni
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()
2004-12-21(svn r1211) -Feature: Introduce sticky windows to all vehicle windows...Just ↵darkvater
make sure you do not sticky more than 23 at a time. Also a lot of places in the code invalidated the 'status bar' of the vehicle, referring to it as widget 4. This is now widget 5 and has been #definitized
2004-12-19(svn r1179) Fix: Tooltips for vehicle list sortingdominik
This has gotta be the greatest kick for Moriarty!