Age | Commit message (Collapse) | Author |
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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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(i.e. 4.5+ hours) after a company was started.
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#ifdef ENABLE_NETWORK as it may only be executed when we are playing in a network game.
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were printed, otherwise the text could change due to the few number of slots that could be used to bind.
-Codechange: remove all BindCString and related functions and replace it by RAW_STRING which prints the C-string raw pointer that is on the 'print stack'.
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joined as it is only exposes the unique_id more than needed. Patch by dih.
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name in the commands too.
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brazilian_portuguese - 3 fixed by tucalipe (3)
bulgarian - 78 fixed, 230 changed by thetitan (3), groupsky (305)
catalan - 3 fixed by arnaullv (3)
dutch - 3 fixed by webfreakz (3)
italian - 3 changed by lorenzodv (3)
korean - 4 fixed, 5 changed by leejaeuk5 (9)
russian - 3 fixed by Smoky555 (3)
slovenian - 4 fixed by Necrolyte (4)
spanish - 3 fixed by eusebio (3)
swedish - 4 fixed by daishan (4)
ukrainian - 2 fixed by mad (2)
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remove a few more magic numbers
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conjunction with conditional orders, i.e. make it possibly to tell how long to travel to the next destination if you jump.
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in r13702.
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orders are displayed.
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of ignoring it and returning a too long string.
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instead of just disabled. It will be only visible when called from the Depot Building Window.
Less confusion, hopefully. Suggested by Eddi.
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causing artefacts in the sound.
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train/ship/etc. list instead of the one where you can actually build vehicles by setting the appropriate title for the window.
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with a block of zeros.
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sprite cache.
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ran in the context of autoreplace or not
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the class who calls it
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(assertions on savegame loads).
-Fix [FS#2102]: but now in a hopefully beter way.
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when on an aqueduct.
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due to wrong (and unneeded) type conversions in the saveload code.
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get stopped on load.
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acceleration are disabled all electrified engines would have no power on load, until the vehicle got turned around, loaded or got into a depot.
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be marked active in some cases, which then loads garbage in their statistics and such.
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defined GOTO labels.
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