Age | Commit message (Collapse) | Author |
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- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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rail/road combinations (including signals)
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desc->left/top settings with
some special values (WDP_) instead of checking window-class. This also fixes FS#172
now that we can position windows arbitrarily and are not restricted to window-classes.
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positioning WDP_AUTO = -1)
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information from
invalid players (eg spectators) which could lead to crashes.
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This didn't cause any
bugs so far because the 'click' element was at the same position in the union for both
events.
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is only plain panel,
WWT_IMGBTN must contain an image for drawing. Renamed WWT_PANEL_2 to WWT_IMGBTN_2
because that is what it is. Added WWT_PUSHBTN that is either just a pushable button,
or a textbutton, which text's drawn dynamically independent of widget.
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PLAYER_SPECTATOR and
put it into player.h where it belongs (instead of map.h)
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Another step toward merging XTDwidget.
The only two files not converted (window.h and widget.c) will be done at the very last commit)
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WindowEvent, which is now a struct
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toggle canal or plain water tile. This allows building of non-raisable sea-level water ways (useful in multiplayer) and dikes for low-level areas.
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affiliated with the terraforming toolbar. So don't let the terraforming toolbar try to close them, they aren't open then anyway.
Also remove an empty case
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the its name suggests, it's just an unnecessary indirection
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-Feature: Bridges can now be placed above:
Any railway track combination (excluding depots and waypoints)
Any road combination (excluding depots)
Clear tiles (duh), including fields
Tunnel entrances
Bridge heads
Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing
There are still a number of visual problems remaining, especially when electric railways are on or under the bridge.
DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
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tree button as place-push-button, because it isn't
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Although it was an accessor, nor his usage nor the values were clear.
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add consts, reduce indentation level by short-circuit logic, convert if cascades to switch, whitespace, bracing, plus some minor stuff
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and density of clear tiles with symbolic names and accessors.
See clear.h for details
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-Indentation
-Whitespace
-DeMorgan's Law
-Test with NULL or 0 for non-booleans
-'\0' instead of 0 for chars
-Remove redundantly redundant comments (like DoFoo(); // Do foo)
-Join multiple short lines with a single statement
-Split single lines with multiple statements
-Avoid assignments in if
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editor (MeusH-ish)
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- CodeChange: change MapSizeX() - 1 to MapMaxX() in the smallmap drawing code
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add/remove tool removes industries. Fixed a bit too agressive desert generator. It still does remove the industry (sand's a bitch on machinery), but at least it does it cleanly :)
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full-desert; dragging the tool while pressing ctrl, will remove the desert area.
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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
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appropriate warning flags in the Makefile
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it for
dynamic arrays
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area wasn't reset when road station window was unselected
-Fix: small GUI glitch in terraform toolbar
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find out
how the system works. All useful windows are already made resizable. Enjoy :)
-Fix: fixed some GUI-glitches and flaws along the way
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