* Update TopToolbar.cpp
Removed else statement which caused the game to skip toolbar element deactivations.
* Update contributors.md
Adding name to contrib.md
* Update changelog.txt
Updated changelog
* Update changelog.txt
Fixing changelog item position
* Add initial implementation of "vehicle.crash" hook for the scripting api
The hook will fire whenever a vehicle crashes, i.e. an individual car
explodes and it's status becomes "Crashed!"
* Update contributors.md
Add name to contributors list under the "Additional implementation (OpenRCT2)" section.
- If the added line needs to be changed or removed entirely let me know
- I added this based off of the Github wiki: "If it's the first time you're contributing with the project, make sure to update the contributors.md file by appending your name at the end of the respective list."
* Move hook code into function
* Rename hook function
Renamed function, "FireVehicleCrashHook" to "InvokeVehicleCrashHook"
* Wrap InvokeVehicleCrashHook in #ifdef
Move the #ifdef from inside the function body to the outside
* Update changelog and api version
- Added entry to changelog
- Increment API version
* Fix whitespace
Replace tab character with four spaces
* Update src/openrct2/scripting/HookEngine.cpp
Co-authored-by: Tulio Leao <tupaschoal@gmail.com>
When exiting the Track Design Manager window the user was placed into the scenario editor in a broken state.
User is now returned to the main menu when the window is closed.
- Fix: [#15028] Crash when placing large scenery.
- Fix: [#15048] Crash when removing litter with cheats.
- Fix: [#15052] Crash when using banner window.
- Fix: [#15063] Crash when opening large scenery signs.
- Improved: [#12626] Allow using RCT2 saves to mark RCT Classic (.sea) parks as finished and vice versa.
* Fix#15052. Crash when using banner window
Bug introduced during refactor. Refactor introduces a pointer that will go invalid. When the pointer was invalid the game would crash.
* Update changelog
* Fix#15028, #15042. Crash when placing large scenery
When the fragmented tile element limit is reached whilst placing a large scenery ghost the game will perform a reorg of the map elements invalidating tile element pointers. As large scenery are multi tiled this can happen mid action invalidating the pointer that was allocated for the first tile element. Large scenery actions pass back the first tile element pointer to the calling function for use with ghost removal. When this pointer is invalid it causes the crash. The ultimate fix for this would be to create an undo function for actions. As an interim the function has been modified to return the first tile height.
* Update changelog