Age | Commit message (Collapse) | Author |
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Build[Air|Rail|Road|Dock]ToolbarWindows.
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WindowEvent.
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the Window class and remove Window from their naming.
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recursively via the OnPlaceObjectAbort callback and use this knowledge to simplify closing some windows.
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rename WE_4 to something more descriptive and correct some (completely incorrect) comments.
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Window.
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a Window constructor.
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to only one. Thanks to Roujin
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when it's certain that w != NULL.
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something more than whitespace as description of files that don't have a description.
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toolbar is a rail toolbar, but use the window number.
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Patch by Roujin.
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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if cargo acceptance list is too long.
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unneeded include from openttd.h.
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main_gui.cpp to terraform_gui.cpp (and introduce terraform_gui.h). Based on a patch by Roujin.
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functions.
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useless includes.
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map.h).
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logical place and remove about 50% of the includes of 'functions.h'
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single file and do not include gfx.h everywhere to get a Point type.
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their respective places.
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and making it more logic where function definitions can be found.
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'global' window related types, on that defined 'global' window functions and one that defines functions and types only used by *_gui.cpps.
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now useless RaiseWindowButtons function
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non-canal water where canals should have been build.
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WindowHighlightMode constants. Patch by SmatZ.
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remotely trigger an assertion.
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windows that are smaller than the default window size.
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tourists when it does not, whereas the "build bus station" GUI did not show them when it did accept them.
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infrastructure you do not have available vehicles for. This means that the airport building button is disabled till you can actually build aircraft. The game itself will not disallow you to build the infrastructure and this "new" behaviour can be overriden with a patch setting.
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was turned off for docks.
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stations by holding down control. Based on a patch by Wolf01.
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the specific variable, not how it was highlighted.
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area and what to do with it afterwards.
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the canal build tool. In the scenario editor you can still make both canals and flooding water at height level 0.
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