Age | Commit message (Collapse) | Author |
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(initial) orders (sulai)
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timetable window. Also let the detail/order/timetable window close eachther, like the detail and order windows already did, when not stickied.
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depots, industries, towns and waypoints
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through a method GetNumOrders() (PhilSophus)
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windows, just refocus them instead.
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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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to depot with DepotID == 0
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deleted/modified while the timetable window is open
-Fix: close any dropdown and child windows in the Order and Timetable windows when selected order is deselected, deleted, ...
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ShowQueryString()
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and IsRailWaypoint() checks at several places
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order when the number of orders was 0; you could see that the vehicles had a shared order though.
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state is botched up from outside.
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and osk guis
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conjunction with conditional orders, i.e. make it possibly to tell how long to travel to the next destination if you jump.
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orders are displayed.
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most used options can be done with a single click now.
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when there's no order.
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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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OnKeyPress/OnCTRLStateChange to make it obvious what the return values mean.
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the Window class and remove Window from their naming.
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Window.
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when it's certain that w != NULL.
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something more than whitespace as description of files that don't have a description.
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operators.
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depot_base.h and remove quite a lot of unneeded (before this) includes of depot.h.
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function can be used
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timetables.
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road vehicles.
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same as for stations.
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missing a resizebox
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appropriate place and do not misuse it for the time table GUI.
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nearest depot.
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more modular (instead of causing a string explosion).
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the splitting of the load/refit button.
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'via' non-stop order to emphasize that loading/unloading will not be done.
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