Age | Commit message (Collapse) | Author |
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callback
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new one.
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expanding them much easier (Alberth)
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sources too
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town-growth in town-view-window. (and only if it is really needed)
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FoundTownWindow
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town' window
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static function/variables of the scenedit window
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town a bit more readable
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guarantees that _current_company is the same as _local_company.
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therefore it does not belong in _gui.
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required.
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window.
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active, which are usually closed after placing an object. (planetmaker)
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depots, industries, towns and waypoints
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(optional) parameter.
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after importing older savegame and during town generation
-Codechange: rewrite parts of code responsible for caching index of nearest town
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of only roads owned by tiles. This replaces a O(n) search over all towns from the road's tileloop with a O(1) lookup (PhilSophus)
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client so it is immediatelly clear which one you are working with.
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vehicles, engines, towns, groups, stations, waypoints, managers and companies)
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ShowQueryString()
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constants.
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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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the class who calls it
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the appropriate function calls
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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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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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The number of airports is now controlled by the noise each of them generates, the distance from town's center and how tolerant the town is.
Initial concept : TTDPatch (moreairpots), Initial code : Pasky
Thanks to BigBB (help coding), Smatz Skidd13 and frosch for bugcatches and advices
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from lots
of windows causing 'two stage' opening effect.
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the different Town guis and assign it only once, at creation
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ScenarioEditorTownGenerationWindow.
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the Window class and remove Window from their naming.
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the need for WE_ON_EDIT_TEXT_CANCEL.
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