Age | Commit message (Collapse) | Author |
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WindowDesc; it's determined from the (nested) widgets
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again.
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'proper' use of nested widgets.
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need some tweaks to use the full potential though
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for more consistency and distinguishability.
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(like done for video, music, sound, etc)
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relatives
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for a new company instead of zeroing them.
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forcing resizes/redraws of the screen during map generation
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DrawString(..., STR_JUST_RAW_STRING, ...) use DrawString(..., string, ...).
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they are part of strings and add some colours to a few strings.
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this ID' from 'some' strings and replace the string name with something more sensible.
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windows.
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create-scenario window.
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API.
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expanding them much easier (Alberth)
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generated in the generate world window to be customized.
Some warnings:
-the maximum number of towns to be accepted is set to 5000
-the minimum number of towns to be accepted is set to 1
-the number that is specified is NOT guaranteed to be the exact number of towns generated. The normal mechanism of town creation has not been modified. So town placement can still fail.
-setting a custom number of town will change your difficulty settings to custom as well
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hardcode the values for that enum.
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as GameMode instead of as byte.
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in the scenario editor.
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changing the amount of towns/industries from the newgame gui.
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settings, but the economy can only be started after loading NewGRFs. In short: r15383 causes more problems then it's worth.
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edit box open simultaniously (Zuu).
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except where it's used for backward compatability.
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necessary.
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road networks
-Fix: use a flag instead of TL_NO_ROADS to forbid towns to build roads. The flag is ignored during world generation, so there won't be 'ghost' towns anymore
-Feature: town layout is now stored per town, so it is possible to (manually) set different layout for each town
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to a random value if it's 'random' when the newgame gui is opened.
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which edges will be water to 4 pushbuttons (based on patch by planetmaker).
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