- the aircraft would go to (0, 0) and circle there. Clicking the 'eye' to jump to the aircraft in the main window could cause a segmentation fault.
- when rebuilding an airport with the StationID of the old airport could crash as the FTA state of the aircraft is higher than the number of states of the new airport, causing a crash of all clients and the server when assertions are enabled.
- when rebuilding an airport with the StationID of the old airport can bring the aircraft in a state where is keeps circling the airport.
To solve these issues all aircraft without a valid order will try to go to the nearest hangar it can safely get to (large jets do not land on small airports). If there is no hangar to go to, the airplane crashes (out of fuel).
- the aircraft would go to (0, 0) and circle there. Clicking the 'eye' to jump to the aircraft in the main window could cause a segmentation fault.
- when rebuilding an airport with the StationID of the old airport could crash as the FTA state of the aircraft is higher than the number of states of the new airport, causing a crash of all clients and the server when assertions are enabled.
- when rebuilding an airport with the StationID of the old airport can bring the aircraft in a state where is keeps circling the airport.
To solve these issues all aircraft without a valid order will try to go to the nearest hangar it can safely get to (large jets do not land on small airports). If there is no hangar to go to, the airplane crashes (out of fuel).
-Codechange: depot windows default now makes a 1x1 matrix and resize the window by block size*number of blocks
This will make less vehicle type specific code and easier to read resizing based on sprite sizes
-Codechange: depot windows default now makes a 1x1 matrix and resize the window by block size*number of blocks
This will make less vehicle type specific code and easier to read resizing based on sprite sizes
-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
-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