Age | Commit message (Collapse) | Author |
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vehicle lists based on the font and the unit numbers in the list
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big font and RTL aware
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capacity/matrix initialisation
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step-heights from BaseVehicleListWindow::DrawVehicleListItems().
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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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for more consistency and distinguishability.
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scrollbar wrappers
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new group
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currently selected group
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overlaps less with vehicle images.
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relatives
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vehicle type specific strings for a specific message
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used in the vehicle list GUIs.
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in a WWT_MATRIX data field.
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time, binary size and run time (with asserts disabled) should be improved
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PoolItem::IsValidID() and PoolItem::Get()
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PoolItem::IsValidID(index)
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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this ID' from 'some' strings and replace the string name with something more sensible.
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they are basically the same thing
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callback
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drawing API.
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constant names (Alberth)
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expanding them much easier (Alberth)
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holds the owner of whatever is shown in the window
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a window in a single place, instead of in the OnClick event for some windows. This standardises behaviour so that clicking anywhere in a window will close its drop down menu, which happened before for some windows but not all. In addition the dubious feature of hiding a drop down menu by opening the same menu has been removed. This only caused wasted CPU cycles as a whole new list was generated and then destroyed. Breathe.
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when they are deleted.
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depots, industries, towns and waypoints
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(optional) parameter.
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client so it is immediatelly clear which one you are working with.
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vehicles, engines, towns, groups, stations, waypoints, managers and companies)
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ShowQueryString()
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-Fix [FS#2292]: inconsistency between drawn vehicle lists in the vehicle list and group windows.
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