Age | Commit message (Collapse) | Author |
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an assert (Zuu)
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break on AI string
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where you can input a break string (patch by Zuu)
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with AIs
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library fails to compile when loading a savegame
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to compile could trigger (trying) to read the not yet loaded information of another AI via the AI Debug window and its "open with the most recently used AI" feature
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parameter for OnClick().
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Only settings with the AICONFIG_INGAME flag can be editted in this way
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newgrf/ai the selected item could be out of range
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the custom difficulty level by using the query text window
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its minimum size
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the 'no ai found' message can be read completely without resizing
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weren't properly centered
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capacity.
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window. Based on a patch by Zuu.
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the AI list window to the AI configuration window
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set back to grey after AI bankrupt
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it falls out of the range of active AIs
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isn't resizable
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same twice.
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and sticky boxes and for window captions
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making it big font aware in the process
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Window::UpdateWidgetSize().
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WWT_CLOSEBOX and WWT_STICKYBOX in the nested widget arrays
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WindowDesc; it's determined from the (nested) widgets
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capacity/matrix initialisation
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positions
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before the details string.
Gentlemen, swap your string parameters.
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used in ways that aren't always wanted, causing bugs and the like. Also with nested widgets most reasons for handling OnResize have gone.
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wrong 'size') upon reiniting windows
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InvalidateData (which does the same). Also call InvalidateData in a few cases where that was actually meant.
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nested widgets through the nested_array.
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for more consistency and distinguishability.
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available company slot causing other AIs to be started
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