Age | Commit message (Collapse) | Author |
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nested widgets through the nested_array.
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which were sometimes missing and sometimes just typos
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for more consistency and distinguishability.
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relatives
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TILE_LOOP, which means no more duplication of parameters between BEGIN_TILE_LOOP and END_TILE_LOOP
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whether a station is pending deletion or not
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waypoint_func.h
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all over the place when using the more advanced station types.
-Change: make (rail) waypoints sub classes of 'base stations', make buoys waypoints and unify code between them where possible.
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window switched to nested widgets.
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and select appropriate tool
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the game
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PoolItem::IsValidID(index)
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-Fix: remove all waypoint signs and buoys after resetting landscape
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this ID' from 'some' strings and replace the string name with something more sensible.
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they are basically the same thing
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expanding them much easier (Alberth)
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changing company.
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guarantees that _current_company is the same as _local_company.
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northern...
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visible reason
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table
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toolbar when toolbar linking is turned on.
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like raising and lowering does and use the same sound.
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(optional) parameter.
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flat area.
-Fix: make levelling, raising and lowering of an area behave the same.
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client so it is immediatelly clear which one you are working with.
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assignations), statusbar, subsidy, terraform, timetable, toolbar, town, tree and vehicle guis.
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with all other structs/classes that are in a pool.
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-Codechange: related to this split the waterway based buttons from the landscape generation window
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corner of MP_VOID tiles (i.e. the southern corner of the tiles on the southern map edge) in the scenario editor.
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Give proper description of a river tile with the Query Tool.
Extracted (in part) from FS#1884, by Ammler
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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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Toolbar widgets (Roujin)
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