Age | Commit message (Collapse) | Author |
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set to be replaced and they are replaced to the type that engine type is set to be replaced to (instead of whtat the first engine in the train is set to)
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vehicle to an invalid engine ID and crash the server. Now the server just rejects the request. Also added a check for vehicle ownership, so you should not be able to replace other player's vehicles
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incorrectly. Was the result of the cost getting reset in a recursive call of docommand. That is fixed. In addition all cost-commands are typed explicitely. Please do not forget to do so or your costs will be credited to construction if you are unlucky.
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This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once
ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the
vehicle overview windows
Note: autorenew is now autoreplace, but to the same engine type
Nice new features, that was added to make this possible
- windows can now have two independant vertical scrollbars
- CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with
estimated costs even if shift is pressed
- fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
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player ;)
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loaded as
an uint8 till the savegame version is bumped to version 5. Then it works
automaticly as a fully uint16. So _stations[] can not be increased till
after the bump!!
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game-side patch
Note: this is the first commit that breaks compatibility with 0.3.5!
-Fix: Bufferoverflow with autorenew_money. It is now a 32-bit integer.
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make sure you do not sticky more than 23 at a time. Also a lot of places in the code invalidated the 'status bar' of the vehicle, referring to it as widget 4. This is now widget 5 and has been #definitized
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map.c and map.h
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Replaced the slightly misleading SERVICE_INTERVAL by a function VehicleNeedsService()
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This adds a little button per vehicle class to the station window which opens a list of all vehicles that have this station on their schedule.
As side effect this gets rid of some global variables.
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this lead to corruption on load.
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depots to prevent that vehicles might need service when leaving after a long stay (ln--)
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TTD stores invalid orders different than OTTD, this resulted in empty lines in the order list. With the overhaul of the order system this got worse: no line was shown at all.
Fix this by sanity checking while loading and convert the orders accordingly.
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This adds no functionality, but is a stepping stone for future improvement (like 16bit order indices) and is easier to read.
This changes preserves binary compatibility wrt savegames.
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comment in the code
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Also play the correct sound when a toyland road vehicle breaks down
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64bit machines
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- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest)
- use inline functions instead of macros
- add assert()s to check for buffer overruns
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This should reduce the compile time after altering english.txt by about 1/3, because "only" 62 instead of 90 .c files must be recompiled.
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spritegroups (i.e. the cars transporter in DBSetXL gets different cars each time) (pasky)
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Thanks to lvoge
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actually makes some sense and is also compatible with TTDPatch (pasky).
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This includes 2 fixes
-Fix: [1048596] Monorail and Maglev sounds are swapped (r511)
-Add special case to load the jackhammer sound (r478)
The rest are cleanups und enumeration to make merging possible/easier
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workaround for it)
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different criteria. Total independent sort for all types and players. Periodic resort of list every 10 TTD days. Thank you for your graphical inspiration follow and buxo (since none of you provided any code).
-Fix: Sorter icon pointing down 'v' sorts in every window lowest value first, '^' highest value first
-CodeChange: move Dropdownlist from settings_gui.c to widget.c. More in place there.
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-Add: PE_CURRENCY to patchmenu
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