This means that "v->type" can be used as array indexes instead of VehTypeToIndex() (or "v->type - VEH_Train/0x10 as the code still used in some places)
Surprisingly this can be done without changing the savegame format
-The user will notice the following changes:
All vehicle types behaves in the same way
Adding/removing an engine (new design and so on) can no longer result in the window selecting a new engine
All valid replacements will be displayed since it looks at refitting options as well (this solves the missing ships with the newships GRF)
Since you can't replace an engine into itself, the engine selected in the left list will no longer appear in the right list
-The code changes:
Instead of looping all engines all the time, each list generates a list like the build windows
This ensures consistent list generation since only one function can loop all engines
Unified code for all vehicle types
It now use the lists to call the drawing code in the build vehicle window
Works on selected EngineIDs instead of selected index in the list
- 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.