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2007-04-17(svn r9664) -Documentation: Doxygen corrections,errors and omissionsbelugas
2007-03-30(svn r9529) -Fix [FS#705]: when 2 clients joined together, the second ↵truelight
asserted on the NewCompany command of the first
2007-03-21(svn r9391) -Documentation : correct Doxygen of comments and @file ↵belugas
inclusion. Time for P and Q files
2007-03-20(svn r9377) -Fix (r9376): the off-by-one error was also present at another ↵rubidium
location :(
2007-03-08(svn r9068) -Codechange: capitalize the VEH_Train etc. enums to match the ↵rubidium
coding style (and rest of the code).
2007-03-07(svn r9050) -Codechange: Foo(void) -> Foo()rubidium
2007-03-02(svn r8969) -Codechange: rework of the player face bits.rubidium
- introduce a new format (with backward compatability) that is more clear and needs a much simpler face drawer - replace tons of ifs/switches/magic numbers by table lookups
2007-02-25(svn r8892) -Fix (r8879): swapped the eye colour and eyebrow bits.rubidium
2007-02-24(svn r8887) -Fix (r8879)[MorphOS]: initialization of mouth_table[] skipped ↵KUDr
by goto
2007-02-24(svn r8879) -Codechange: make DrawPlayerFace easier to read.rubidium
2007-02-23(svn r8853) -Cleanup: doxygen changes. Correct forgotten c files to cpp ↵belugas
files with the @file tag as well as a few general comments style
2007-02-06(svn r8610) -Codechange/Feature: rewrote the list handling in the ↵bjarni
autoreplace window -The user will notice the following changes: All vehicle types behaves in the same way Adding/removing an engine (new design and so on) can no longer result in the window selecting a new engine All valid replacements will be displayed since it looks at refitting options as well (this solves the missing ships with the newships GRF) Since you can't replace an engine into itself, the engine selected in the left list will no longer appear in the right list -The code changes: Instead of looping all engines all the time, each list generates a list like the build windows This ensures consistent list generation since only one function can loop all engines Unified code for all vehicle types It now use the lists to call the drawing code in the build vehicle window Works on selected EngineIDs instead of selected index in the list
2007-01-30(svn r8455) -Codechange: Give a more meaningful name (railveh_type)to member ↵belugas
flags of RailVehInfo, as well as changing the code to reflect the fact that it was not a flag but rather a one value only variable. Doing so, some evaluations have been simplified. -Codechange: Add and use RAILVEH_SINGLEHEAD when railveh_type is set to 0, which was implicit before. -Cleanup: Remove some extraneous parenthesis.
2007-01-24(svn r8385) -Fixtron
-Regression (r8314): I only did half the necessary changes to move railtype from Engine to RailVehicleInfo. Now do the rest.
2007-01-21(svn r8300) -Codechange: Add a prototype for DrawPlayerIcon to players.h and ↵maedhros
include that instead of using externs. Also move DrawPlayerIcon from graph_gui.cpp to players.cpp.
2007-01-16(svn r8155) -Fix: fixed compilation when --disable-network is in usebjarni
2007-01-14(svn r8128) -Codechange: Split sprite and palette remap into separate 32 bit ↵peter1138
values. This lets us increase the sprite width from 14 to up to 29 bits, effectively nulling the old sprite limit. Table changes in next commit.
2007-01-10(svn r8038) -Merge: the cpp branch. Effort of KUDr, Celestar, glx, Smoovius, ↵rubidium
stillunknown and pv2b.
2007-01-10(svn r8033) [cpp] - Prepare for merge from branches/cpp (all .c files ↵KUDr
renamed to .cpp)