Age | Commit message (Collapse) | Author |
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for stations, houses and industries
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in tile description
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PlayerByte value in r12143, and still isn't a PlayerByte value.
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trying to get information about the roadstop...
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through station was allowed.
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named typedefs and replace a few magic numbers.
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brazilian_portuguese - 3 fixed by tucalipe (3)
catalan - 10 fixed by arnaullv (10)
czech - 12 fixed, 3 changed by Hadez (15)
danish - 21 fixed by ThomasA (21)
dutch - 16 fixed by habell (16)
estonian - 37 fixed by kristjans (37)
french - 19 fixed by glx (19)
italian - 19 fixed by lorenzodv (19)
korean - 10 fixed by leejaeuk5 (10)
simplified_chinese - 97 fixed, 17 changed by ww9980 (114)
slovak - 87 fixed by lengyel (87)
spanish - 10 fixed by eusebio (10)
ukrainian - 2 fixed by mad (2)
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changing GRF preset.
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_networking is defined anyway
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depot (callback 0x11) and give a warning about that
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is copying around a struct it created itself, causing bad things to happen if you don't explicitly set all variables to something remotely sane in the constructor.
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two-way signal was broken
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"start server window"'s list of scenarios.
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building a bridge over it as it is not required for roads and rails either.
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processing conditional orders.
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of window.
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NewGRF window. Presets are saved in the config file.
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packet) issued by a client
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position for all vehicle types.
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companies when the timeout is set to 0. Based on an idea by Thomas.
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list position (mostly function renaming)
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not be allocated in the order expected by GRF authors, so sort by 'list position' instead of engine ID for all vehicle types.
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gui would place the "mouse pointer" out of the center of the vehicle making it hard to "aim".
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in many cases
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around is usually better.
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are put 'into' backup.
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causing autoclean and company passwords not to work.
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the same axis as connected, even when the tunnel faces the wrong direction.
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server list. Patch by Pegasus.
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deletion of companies as the removal of a company could lead to wrong names in the news messages.
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the 1x1 building bit set was flawed with some NewGRFs. This caused the amount of houses to differ, which causes the town radii to differ, which causes desyncs when towns are expanded.
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us less
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blitters (GeekToo)
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with all other structs/classes that are in a pool.
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