english (au): 5 changes by krysclarke
english (us): 5 changes by 2TallTyler
korean: 5 changes by telk5093
russian: 5 changes by Ln-Wolf
catalan: 5 changes by J0anJosep
french: 5 changes by glx22
e745bd9 (r21144) changed the filter from cargo waiting to rating, which makes the station list display appear inconsistent with the cargo filter selection.
Changing filters with multiple windows open would have unexpected effects leading to inconsistent state.
Now state is loaded and saved when the window is opened and closed, so state is still persistent.
The AI/GS window updated its state as it was drawn, and would redraw again if some state had changed.
Instead, update state either during OnInvalidateData or before any drawing commences.
It is very likely Vista hasn't been working for years, but the
amount of users that use an OS that has been EoL for over 11 years
is very small, so reports happen rarely.
(cherry picked from commit b866e52b17)
It is very likely Vista hasn't been working for years, but the
amount of users that use an OS that has been EoL for over 11 years
is very small, so reports happen rarely.
This allows list items to built from component parts as required, and additional
functionality is added:
* Icons and text can be positioned at the start or end of the space (templated.)
* Font size of text can be changed (templated.)
* Palette of sprites can be set (runtime.)
Default parameters allowed Dimension to be constructed with only a width.
Instead use separate empty and width/height constructors to ensure that either none or both are provided.
Padding used to be included in the SetMinimalSize() part which was removed, but also made it require specific sprite sizes.
This now adds padding on the already determined size, removing the need for hardcoding pixel dimensions and allowing the sprites to be any size.
This is the only enumeration with a COUNT and END. The logic of the COUNT
implied that BEGIN could be non-zero, but all but two uses of zoom level
assume that BEGIN is zero, making the separate count only confusing.
This allows NewGRF authors to indicate that the game should randomly flip rail vehicles on build, without needing to use random bits nor duplicate sprites to handle it themselves.
To use this functionality, test for callback 162 (CBID_VEHICLE_BUILD_PROBABILITY) and var10 = 0 (values other than 0 are reserved for future use), and return a value between 0 and 100 inclusive.
The return value is a percentage chance of reversing the vehicle. A value of 0 will always build a forward facing vehicle, and 100 will always build a reverse facing vehicle.