Age | Commit message (Collapse) | Author |
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(from clients and the server)
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meaningful names
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order doesn't require up to 765 commands.
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O(1) instead of O(n)
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caused the introgame to be the server's game causing desyncs when people tried to join
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WWT_SCROLL2BAR with NWID_HSCROLLBAR and NWID_VSCROLLBAR.
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and vscroll2.
Note: All windows get individual members with the same names, which are initialised via Window::GetScrollbar(). This caching is not required at all, but simplifies conversion.
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scrollbar explicitly using a NWidgetPart via SetScrollbar().
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function and two company globals.
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a GRFText* to make translations possible
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GetScrolledRowFromWidget().
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missed :)
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hidden destructor call from Swap().
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in the content download window of which the data has not been acquired from the content server. The crash would occur after the content server's reply was processed and the ContentInfo object was replaced with another.
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DrawStringMultiLine().
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infinite loop
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define as well.
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enter 20 characters of the password
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network-lobby with the rest of the game (frosch)
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sync during GUI operation.
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was loaded the client might crash due to the AIs not being loaded while the game loop is executed
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consisted of unrelated values use static const (u)int
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static const variables
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that way
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zlib 1.2.3. This also fixes zlib 1.2.4 compatibility, zlib 1.2.5 is bugfree
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with company ID > 0 would be shown as if they were a spectator
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to spectators
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while joining, e.g. when entering a company's password. This caused the client to be in the wrong company (according to the rest of the clients) and the client being kicked on the first command
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network game
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a client starts joining, i.e. save the game state. This can happen in two ways: with frame_freq > 1 a command received in a previous frame might not be executed yet or when a command is received in the same frame as the join but before the savegame is made. In both cases the joining client would not get all commands to get in-sync with the server (and the other clients).
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