Age | Commit message (Collapse) | Author |
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viewport scroll/zoom settings.
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viewports instead of staying locked to the viewport you started on
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HandleDragDrop(), and split the w vardecl in the former.
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place_mode is HT_NONE
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active highlight mode.
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require selecting stuff (landscaping, vehicle cloning, etc) in the viewport while paused. As side-effect you'll get an error message explaining the command can't be executed because the game is paused instead of seemingly nothing happening when you click. Addition side effect of this is that you can make use of the measurement tooltip while paused
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got closed
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scenario editor
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paused. Now you can enable or disable that with a setting
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middle; let it follow the setting of the statusbar instead
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configurable, why isn't the statusbar's location configurable?
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the language "list"
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incrementing counter multiple times in same "GUI" tick causing an invalid state
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of the screen
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arrows while pressing it clicks the button next to the arrow
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the main toolbar
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pixels
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button scrolling was active
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and vehicle to clone orders from directly from vehicle lists and depot window
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while the chat message box was visible
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so it's not possible a window becomes unmoveable
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caption bar is visible when creating a window
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static in that file.
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window.
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make scrolling up shade the window and scrolling down unshade it. (avdg)
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buttons when clicked.
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WWT_SCROLL2BAR with NWID_HSCROLLBAR and NWID_VSCROLLBAR.
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directly in the scrollbar widget instead.
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NWidgetScrollbar inherit from Scrollbar instead.
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and instead store the widget index of the being scrolled scrollbar in the Window.
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and vscroll2.
Note: All windows get individual members with the same names, which are initialised via Window::GetScrollbar(). This caching is not required at all, but simplifies conversion.
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scrollbar explicitly using a NWidgetPart via SetScrollbar().
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the Scrollbar belonging to a scrollbar widget.
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function and two company globals.
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