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2005-07-04(svn r2515) -Codechange: Removed a good deal of magic sprite numbers in the ↵celestar
rail drawing code, and placed neatly into arrays and enums. This also makes way to implement more railtypes without having to do tons of ugly hacks.
2005-06-06(svn r2424) - Fix: backport the smallmap_gui.c changes from the map/ branch ↵Darkvater
into trunk. This also implicitely fixes the bug where the game would crash in certain resolutions with certain minimap masks when dragged partly outside the game-area.
2005-06-06(svn r2421) - how come you didn't get committed you evil file? Be gone!Darkvater
2005-04-02(svn r2136) - Fix: [ 1174313 ] terrain hotkeys nonfunctional in scenario ↵Darkvater
editor (D,Q,W,E,R,T,Y,U fltr) - Fix: 'L' no longer opens ingame terraform bar in scenario editor bar, but the land generator one - Feature: [ 1095110 ] Create Lake and draggable Create Desert tools (initial implementation GoneWacko), also added sticky buttons to land generator and town generator - CodeChange: moved around some of the draggable tools, demystifying them - CodeChange: change CmdBuildCanal to allow for XANDY dragging not only X or Y (only scenario editor) - CodeChange: add some more enums to sprites. - TODO: merge most of the ingame and scenario editor land terraform code. This can only be done after OnClickButton function is changed so it also includes the backreference to the widget being clicked, postponed to after 0.4.0
2005-02-14(svn r1875) Effect vehicle overhaul: enumerate sprites, descriptive names ↵tron
for functions and miscellaneous improvements
2005-02-13(svn r1868) Improve readability of the bulldozer movement codetron
2005-01-19(svn r1571) Feature: Visually enhanced autorail placingdominik
When using the autorail tool, the rail pieces which are going to be build are highlighted. If a piece is shown in red, this indicates that the slope/rail combination is impossible. It does not tell you if the rail line construction might not be possible because of other obstacles, e.g. houses or water.
2005-01-11(svn r1479) -Added highscore chart (accessible from the difficulty window) ↵darkvater
with top5 companies for a given difficulty (select the difficulty in the menu) -Added endgame score on 1 jan 2051 where you are added to the highscore if sufficiently large points have been accumulated. Game is paused while -These values are saved in hs.dat; added read/write functions for it -Added code to delete all windows to show charts. There is one issue left: somehow a news-gui pops up in front of the the chart at the end of the game.
2005-01-04(svn r1369) -Feature(ish): Added sprites for up/down and left/right arrows. ↵darkvater
Anywhere where there are horizontal scrollers these are now left/right arrows
2005-01-03(svn r1343) -Fix: [Graphic] Autorail icon is now correct (Darkvater)truelight
-Fix: [Graphic] Added resize icon (tnx tokai)
2004-12-23(svn r1254) - Fix: [ 993500 ] High bridge rendering errordominik
- Changed button to open landscaping toolbar
2004-12-15(svn r1121) -Feature: Added sticky windows feature. A small pin allows the ↵darkvater
user to set the window as undeletable and can only be closed by hand. As an example the viewport window has been stickied (thanks to Neko-San) -To use the feature add WDF_STICKY_BUTTON to the widget description and update all widget-ID's since sticky button will be widget 2.
2004-12-12(svn r1030) Some toolbar icons are arranged differently:dominik
- Landscaping buttons have to be accessed from the landscaping toolbar - Landscaping toolbar can be opened from all other toolbars - The order of buttons in the docks toolbar now matches the other toolbars - Landscaping toolbar has new keyboard shortcuts
2004-12-09(svn r1001) -Changed the title name to OpenTTD. Don't know how this was ↵darkvater
missed all this time; but is fixed now.
2004-12-09(svn r999) New icons for the network interface, newgrf gui and the tiny eurodominik
2004-11-26(svn r828) Everyone welcome table/sprites.h in trunk - so far not in use ↵pasky
besides enum AnimCursors migrated from viewport.h and tiny fragment of enum Sprites migrated from ttd.h (we should slowly convert trunk to use the symbolic names instead of sprite numbers too to reduce the delta to map). Ported from the map branch, where the work was done by Darkvater, Celestar and Tron.