Age | Commit message (Collapse) | Author |
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32bpp-anim blitter (backup buffer was too small)
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constants.
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configurable and increase the default size slightly so it can hold the longest chat messages.
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as that's the only case chat messages are used. Furthermore remove any trace of chatmessages when compiling without network support.
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configurable.
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a more logical location and give it a more consistent name.
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toolbar and dropdown guis.
Mostly forgotten ones.
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DrawFrameRect usage
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"start server window"'s list of scenarios.
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packet) issued by a client
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companies when the timeout is set to 0. Based on an idea by Thomas.
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causing autoclean and company passwords not to work.
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server list. Patch by Pegasus.
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with all other structs/classes that are in a pool.
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were printed, otherwise the text could change due to the few number of slots that could be used to bind.
-Codechange: remove all BindCString and related functions and replace it by RAW_STRING which prints the C-string raw pointer that is on the 'print stack'.
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joined as it is only exposes the unique_id more than needed. Patch by dih.
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name in the commands too.
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-Fix: MP advertising was not advertising.
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related errors. Now all error() will 'crash' openttd after showing the message in win32 releases (MSVC), creating a crash.log and crash.dmp (like the '!' hack used before). On the other hand, usererror() will just close the game. So use error() only when it can be helpful to debugging, else use usererror().
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variables.h so one doesn't need to include openttd.h before variables.h.
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settings between NetworkSettings and NetworkGameInfo.
-Fix: failure of changing the server password during games because the password wasn't duplicated properly.
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-Cleanup: some reincarnations of _fios_items in the code
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headers so that nothing from the network directory needs to include basically all network headers.
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network/network_internal to settings.
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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initialised once and always with the same value with enums.
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