Age | Commit message (Collapse) | Author |
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This change allows a user to see what is available and what will become
available before it is available, instead of only disabling the button
with no further explanation. It also always allows building roads and
canals, even if no vehicles are available for road / water.
For rail/road/tram, a dropdown with available types is shown. If
none are available, it reads "None". If the type is not yet available,
it is greyed out.
For dock/airport, this always open the toolbar, but building airports,
docks, and depots buttons are disabled till vehicles are available
for those.
Road is the only exception, with the primary road always being
available. Here too, stations and depots are disabled till vehicles
become available. It does mean you can now always build roads to
for example help towns grow.
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parts.
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AutoDeleteSmallVector obsolete.
DropDownListItem are strongly managed using std::unique_ptr to ensure leak-free handling. Appropriate use
of move-semantics make intent a lot clearer than parameter comments and allows the compiler to generate
copy-free code for most situations.
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std::vector::[push|emplace]_back()
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timers to work with milliseconds instead of ticks.
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max-vehicles settings. (adf88)
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this causes very poor performance if the game window is not large enough.
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layout (unless it is really necessary)
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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effect. Rename the enum items to properly reflect their purpose.
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(hackalittlebit)
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dropdowns
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depend on their number of rows, since that changes when resizing the window.
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widgets.
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HotkeyList member.
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declared in the cpp file.
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oscillate when resizing the window moved the mouse into the window.
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after construction.
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NewGRFClass::GetClassCount()
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into non-static members GetSpec(uint) and GetSpecCount().
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favour of using Get() and direct member access (which is needed anyway for GRF string resolving).
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understandable
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custom-defined global hotkeys, if there are no aircraft available
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window for the first time
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latch properly
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update the cached SpriteID when the layout changes
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