Age | Commit message (Collapse) | Author |
|
|
|
|
|
screenshot of the visible viewport. (Eddi)
|
|
strings (as they're configurable now) and rename "Giant screenshot" to "Whole map screenshot".
|
|
railtype.
|
|
and unify the relation objects have to towns
|
|
parameter GUI.
|
|
|
|
industry chain window.
|
|
actually movable; e.g. HQ and owned land are pretty movable.
|
|
(SirkoZ)
|
|
statemachine, store the layout number
|
|
understood...
|
|
building lighthouses/transmitters actually happen via a command
|
|
|
|
hide old NewGRFs / to choose the newest when loading compatible NewGRFs
|
|
|
|
whereas for building those vehicles, which uses the exact same window, it was white.
|
|
anymore either
|
|
|
|
|
|
industry view window.
|
|
|
|
eachother and OpenTTD's behaviour
|
|
disable them completely.
|
|
|
|
|
|
convert/remove nonexistant signals.
|
|
nonexistant stations.
|
|
or build/convert/remove signals over nonexistant railways.
|
|
remove nonexistant roads (Krille).
|
|
crossings per railtype.
|
|
|
|
network-lobby with the rest of the game (frosch)
|
|
saveload GUIs.
|
|
|
|
|
|
|
|
(planetmaker)
|
|
|
|
if the player removed the supplying NewGRFs.
|
|
|
|
|
|
NewGRF window.
|
|
add captions.
|
|
|
|
and waypoints are named
|
|
|
|
|
|
|