Age | Commit message (Collapse) | Author |
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stacks by allocating it on the heap or pushing a few kB of data onto the stack when there is a large stack.
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12. Remove obsolete tables used for index mapping.
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once per sprite cache entry. Not all file types need this, but most of the time no sprite cache entry needed it either.
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supporting NDS by default. Based on work by Dominik.
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still ignored)
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These are SLOPE_NW, SLOPE_SW, SLOPE_SE, SLOPE_NE (with bridge perpendicular to the slope) and SLOPE_NS, SLOPE_EW.
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slopes.
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replacement check inverted the check for autorenew
Now it triggers when renew setting is on and only if it's on
Note: aircraft already enroute to hangars due to this bug will still go there. They will only head there once though
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brazilian_portuguese - 2 fixed by fukumori (2)
catalan - 6 fixed by arnaullv (6)
croatian - 4 changed by blozo (4)
czech - 6 fixed by Hadez (6)
dutch - 2 fixed by habell (2)
french - 6 fixed by glx (6)
hungarian - 15 fixed by miham (15)
italian - 6 fixed by lorenzodv (6)
portuguese - 5 fixed, 2 changed by nars (7)
russian - 1 changed by HMage (1)
spanish - 3 fixed by eusebio (3)
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on the case switches too...
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single headed locomotive caused an assert when being replaced to a dualheaded one
This triggered if the player had enough money to replace and refit one of them but not enough to refit the last one as well
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engines to the wrong cargo type if the old engine had no cargo capacity and the new one had
Now autoreplace will always look at the wagons to figure out what to replace to (as originally intended)
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rivers are drawn as canals. Rivers can currently only be placed with-in the scenario editor.
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compatibility code can be removed
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with sound
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window (and 'players' command)
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widgets to avoid separate DrawString()s, and do the same for the scenario flat-land window.
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fixed pixel positions
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road bridge
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constants
-Fix: refit button widget was not correctly updated
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arrow. Arrows are now drawn in a consistent position based on the widget, instead of randomly positioned by pixel.
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disaster too
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builder and (second?) vehicle list windows
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gameload and crossing construction)
-Fix: crossing sound is bound to tile, not to vehicle
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lobby/setup and news settings windows
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crossing and after loading older savegame
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separate DrawString() calls with widgets, use dropdown widgets, and use consistent positioning/sizing.
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livery windows
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vehicle, group vehicle list and station list.
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to eventually replace use of two widgets for each dropdown control.
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leaving crossing, train crash
Fixes several ways to leave crossing red forever or to leave it unbarred when there is a train on crossing
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a duplicate of ShowReplaceGroupVehicleWindow().
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non-flat tiles, too.
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unneeded strings
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