Age | Commit message (Collapse) | Author |
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cargo (#8544)
Of course this translates into AICargo.GetName() for AIs and
GSCargo.GetName() for GameScripts.
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It was rather confusing that "library_name" was calculated, and
then not used to do the FindLibrary() call. Flipping those two
blocks around makes it a bit more sane to read.
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See commit fae34ee7 for details. The documentation simply never
got updated.
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counterparts
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CMake works on all our supported platforms, like MSVC, Mingw, GCC,
Clang, and many more. It allows for a single way of doing things,
so no longer we need shell scripts and vbs scripts to work on all
our supported platforms.
Additionally, CMake allows to generate project files for like MSVC,
KDevelop, etc.
This heavily reduces the lines of code we need to support multiple
platforms from a project perspective.
Addtiionally, this heavily improves our detection of libraries, etc.
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See: #7896
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Allow more direct player-initiated interaction for Game Scripts, by letting the GS put push-buttons on storybook pages. These buttons can either trigger an immediate event, or require the player to first select a tile on the map, or a vehicle.
Additionally this reworks how the storybook pages are layouted and rendered, to allow for slightly more complex layouts, and maybe speeding drawing up a bit.
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bounds are inclusive
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rigs
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incorrect
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While at it, renamed the project names to reflect how we currently
refer to them.
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* Feature: GS method to allow company to use an engine before its introduction date
* Feature: GS method to retire an engine early for a specific company
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window.
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