Age | Commit message (Collapse) | Author |
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place money in some string.
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issues. Thanks to benc for providing the patch.
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only the Factory
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buffer-size it needs
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'non-standard' resolutions
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32bpp-anim
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unreadable from outside the blitter, so the blitter can store anything he likes
-Codechange: added CopyImageToBuffer, which produces a readable buffer for screenshots
-Fix: 32bpp-anim now holds animation on transparent objects to avoid strange graphical effects
-Fix: 32bpp-anim now works correct on mouse-movement (it holds the palette animation correctly)
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american - 30 fixed, 1 changed by WhiteRabbit (31)
bulgarian - 1 fixed by thetitan (1)
dutch - 1 fixed by habell (1)
estonian - 25 fixed by kristjans (25)
french - 1 fixed by glx (1)
german - 15 fixed by Neonox (15)
hungarian - 24 fixed by miham (24)
italian - 1 fixed by lorenzodv (1)
japanese - 25 fixed by ickoonite (25)
korean - 1 fixed by darkttd (1)
slovenian - 1 fixed by Necrolyte (1)
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timetable gui.
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it could only show one line at a time.
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transparency and therefor should never be repainted (spotted by Rubidium)
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were non-transparent (tnx boekabart)
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entries. Only 11.
It never hurt before, but it would have...
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have to remove the canal before terraforming, instead of "just" removing the canal.
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palette animation (at the cost of an animation-buffer to keep track of the 'm'-channel of all sprites)
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Heavily based on Maedhros's newhouses implementation
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class (and nick it colour, not color)
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when a town builds road over tram bits.
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collision checking stopped on the first hit. This could cause desyncs in network games as the collision hash order is not guaranteed. (patch by B. N. Smatz)
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so they could remove the tramtrack in some cases.
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it shouldn't be terraformed.
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driver (tnx glx)
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in fact only a few indexes were needed
-Codechange: allow blitters to handle palette animation internally or even disable it; 8bpp uses video-backend for palette animation
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overflowing them should become a little harder.
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previous commit
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money64, which is now renamed to player_money.
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easily modified.
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Blitter::DrawRect, as the former was only used by the rectangle drawing code anyway. This lets us draw rectangles in one go.
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in some cases (1 tile long cached segment followed by target station) stops on assert (immeR)
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japanese - 2 fixed by ickoonite (2)
slovenian - 3 fixed by Necrolyte (3)
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user's home directory when openttd.cfg exists in the current working directory, otherwise prefer the home directory.
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