Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-05-15 | Change: Use gender-neutral pronouns | rubidium42 | |
2021-05-13 | Codechange: clean up C-string support from settings | rubidium42 | |
2021-05-13 | Codechange: move script settings to std::string | rubidium42 | |
2021-05-13 | Codechange: make explicit that virtual functions in a con/destructor are ↵ | Rubidium | |
resolved statically This as during construction the sub class has not been initialized yet, and during destruction the sub class has already been destroyed, so the overriding virtual function would be accessing uninitialized data. | |||
2021-05-13 | Codechange: Replace TILE_AREA_LOOP with range-based for loops | glx22 | |
2021-05-08 | Change: Use gender-neutral pronouns in console command messages (and ↵ | William Davis | |
comments) (#9203) | |||
2021-05-03 | Codechange: Replace FOR_ALL_SEARCHPATHS with range-based for loops | glx22 | |
2021-05-03 | Codechange: Replace FOR_ALL_TARS with range-based for loops | glx22 | |
2021-04-29 | Codechange: Replace FOR_ALL_CARGOSPECS with range-based for loops | glx22 | |
2021-04-29 | Fix: [MinGW] Set minimum OS version to Windows XP (#9135) | Loïc Guilloux | |
2021-04-22 | Codechange: Replace CMD_SET_GROUP_REPLACE_PROTECTION with generic ↵ | peter1138 | |
CMD_SET_GROUP_FLAG. | |||
2021-04-22 | Codechange: Replace Group::replace_protection with Group::flags | peter1138 | |
2021-04-17 | Fix #6322: [Script] Try to let the script die when no memory can be ↵ | Rubidium | |
allocated instead of crashing the whole game | |||
2021-04-17 | Change: [Script] Let Script_FatalError use std::string instead of const char * | Rubidium | |
2021-03-14 | Change: Heading for 1.12 now (#8862) | Patric Stout | |
2021-02-26 | Fix 02e770ff: allow estimating CloneVehicle if short on money (#8748) | Patric Stout | |
CheckCompanyHasMoney() was also executed when not using DC_EXEC, resulting in an error about shortage of money instead of the estimation. This mostly is a problem for AI players, as they will have no way to know how much it would have cost. | |||
2021-02-14 | Feature: [GS] Allow non-question type windows to have no buttons | dP | |
2021-01-22 | Feature: Allow GameScripts to add additional text to Industry view window | dP | |
2021-01-22 | Feature: Add tile parameter for GSCompany.ChangeBankBalance to show text ↵ | Pavel Stupnikov | |
effect if needed (#8573) | |||
2021-01-10 | Fix 218f40e: Warning about 32-bit shift implicitly converted to 64 bits | SamuXarick | |
2021-01-09 | Add: [Script] ScriptCargo::GetName, to get the human readable name of a ↵ | Patric Stout | |
cargo (#8544) Of course this translates into AICargo.GetName() for AIs and GSCargo.GetName() for GameScripts. | |||
2021-01-08 | Codechange: Remove min/max functions in favour of STL variants (#8502) | Charles Pigott | |
2020-12-28 | Fix #8453: [Script] Don't truncate loan variation to 32bit | glx22 | |
2020-12-27 | Fix #6452: Reset only editable and visible settings from GUI (#7890) | SamuXarick | |
Also enables the Reset button while in-game for AI configs. | |||
2020-12-27 | Codechange: Use std::string in file scanners. | Michael Lutz | |
2020-12-27 | Codechange: Convert some more FIO functions to take std::string. | Michael Lutz | |
2020-12-27 | Codechange: Use std::string in FIO search path handling. | Michael Lutz | |
2020-12-27 | Codechange: Replace FOR_VEHICLE_ORDERS with range-based for loops | glx22 | |
2020-12-25 | Codechange: use C++11 constructs for for-each loops (#8432) | Patric Stout | |
2020-12-25 | Codechange: move block a bit lower to increase readability | Patric Stout | |
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. | |||
2020-12-25 | Doc: for over 10 years now, we do not load the exact AI version first (#8431) | Patric Stout | |
See commit fae34ee7 for details. The documentation simply never got updated. | |||
2020-12-22 | Feature: Set exclusive access to industry from GS (#8115) | Pavel Stupnikov | |
2020-12-22 | Feature: Influence industry production changes from GS (#7912) | Niels Martin Hansen | |
2020-12-13 | Add: [CMake] Option to only build tools/docs | glx22 | |
2020-12-12 | Add: [CMake] targets to generate documentation | glx22 | |
2020-12-02 | Fix: [NoAI] don't notify caught exceptions | Rasmus Jonsson | |
2020-09-25 | Codechange: Make codestyle for CMake files consistent for 'control' statements | Charles Pigott | |
2020-07-16 | Change: rewrote squirrel_export in CMake | glx | |
2020-07-16 | Change: rewrote generate_widget in CMake | glx | |
2020-07-10 | Update: Disuse of STR_ERROR_INCOMPATIBLE_ROAD | TrevorShelton | |
2020-06-27 | Codechange: Make sure script enums are the same size as their normal ↵ | Charles Pigott | |
counterparts | |||
2020-06-27 | Fix: Warning about using the wrong enum type | Charles Pigott | |
2020-06-27 | Codechange: Add WARN_FORMAT to vseprintf and fix the cascade of warnings ↵ | Charles Pigott | |
that followed | |||
2020-06-05 | Add: introduce CMake for project management | Patric Stout | |
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. | |||
2020-06-01 | Add: [Script] Native priority queue; useful e.g. for pathfinders. | Michael Lutz | |
2020-05-28 | Cleanup: Correct typographic errors in code comments. | TechGeekNZ | |
2020-05-27 | Fix: Compilation warnings in story_gui and script_story_page | Jonathan G Rennison | |
See: #7896 | |||
2020-05-22 | Feature: Push-buttons on storybook pages (#7896) | Niels Martin Hansen | |
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. | |||
2020-05-06 | Codechange: Use a dynamic copyright year | glx | |
2020-04-26 | Codechange: [Script] Improve copying a list into another empty list. | Michael Lutz | |