Age | Commit message (Collapse) | Author |
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so draw
the Y-axis ticks manually.
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instead of using absolute pixel placement. X-axis labels still need work for large fonts.
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etc. in the depot window
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local static variable - use global one instead
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WindowDesc; it's determined from the (nested) widgets
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opposite direction with RTL
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dutch - 11 changes by habell
finnish - 2 changes by jpx_
greek - 2 changes by fumantsu
hungarian - 4 changes by alyr
italian - 1 changes by lorenzodv
polish - 9 changes by silver_777
spanish - 2 changes by Terkhen
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with RTL and the y offset of the grayed area was incorrect for big fonts
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offsets for different font size
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DrawVehicleInDepot
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graphical glitches due to (incorrect) SETX(Y) usage
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ship/aircraft) aware
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player that was 'not enough players'/'waiting on join'-paused
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button on vehicle detail window, and the start/stop button on vehicle view window.
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widget in text lines.
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to the small font size.
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vehicle lists based on the font and the unit numbers in the list
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when determining the height of a vehicle list item
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big font and RTL aware
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and line spacing.
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it has nothing to do with the height of the vehicle lists.
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of lines instead of pixels.
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capacity/matrix initialisation
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their title
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traditional_chinese - 1 changes by josesun
french - 1 changes by glx
indonesian - 5 changes by prof
romanian - 11 changes by kkmic
russian - 2 changes by Lone_Wolf
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vehicle list/autoreplace lists instead of overflowing.
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border
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Draw*Engine functions
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matrices/scrollbars are initialised without the need for duplicating the OnResize code
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vehicle/autoreplace) w.r.t. large(r) fonts and RTL. RTL support for 'wider than usual' vehicles is still needed though.
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whether to show the vehicle count
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