Age | Commit message (Collapse) | Author |
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8 byte integer causes some unwanted side effects when the system is not little-endian.
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required to restart OpenTTD to take effect. Now also support non 1 ASCII character custom grouping separators.
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with user override.
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this ID' from 'some' strings and replace the string name with something more sensible.
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official for years anyway)
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style and add comments
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sources too
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instead of maintaining a table in the code.
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causing the font spacing to be off when changing fonts in-game (auto font detection).
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color and colour.
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strings.
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(PhilSophus)
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current font, try to find a font that does and use that instead. Thanks to glx/michi_cc for the Windows implementation.
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default name for nearby station).
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and strecpy where direct conversion is possible
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but do return the number of characters written instead of the number of characters that would be written; as size_t is unsigned substraction can cause integer underflows quite quickly.
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without support for it in OpenTTD.
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client so it is immediatelly clear which one you are working with.
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so enforce this by using a uint.
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hexadecimals.
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that is outside of the pool.
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should be passed to be drawn as a string.
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fileio_func.h so not everything that includes saveload.h needs to include everything else too.
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different size' warnings
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with all other structs/classes that are in a pool.
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were printed, otherwise the text could change due to the few number of slots that could be used to bind.
-Codechange: remove all BindCString and related functions and replace it by RAW_STRING which prints the C-string raw pointer that is on the 'print stack'.
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TTD_[BIG/LITTLE]_ENDIAN is defined
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Dimension instead of uint16[2] for resolutions
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related errors. Now all error() will 'crash' openttd after showing the message in win32 releases (MSVC), creating a crash.log and crash.dmp (like the '!' hack used before). On the other hand, usererror() will just close the game. So use error() only when it can be helpful to debugging, else use usererror().
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loading a savegame.
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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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something more than whitespace as description of files that don't have a description.
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primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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