Players sometimes interpret "Issue with building the game" as an issue that has to do with building things in-game. This change should make this item less confusing.
* reset branch and readd changes to clear unnecessary commits
* Apply suggestions from code review
Will include another commit addressing more in depth comments
Co-authored-by: Tulio Leao <tupaschoal@gmail.com>
* continued PR cleanup
* Clang formatting
* remainder of PR feedback corrections
* return from function to destroy window
* PR Feedback
* Apply minor feedback points
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Co-authored-by: Tulio Leao <tupaschoal@gmail.com>
Co-authored-by: Hielke Morsink <hielke.morsink@gmail.com>
* Fix#19733: Favorite ride of X guests integer overflow
Changed the variable for the number of guests favoring a ride to
match the maximum number of guests able to be in a park.
* Bump network stream and park file versions
* Added changelog entry for #19733 fix
* Reorder changelog entry
The main issue was that the min/max sizes of the window were set in the constructor, then being overwritten by the WindowCreate function. That function calls the OnOpen function, which can be used to set them properly.
The other two changes are just minor cleanups; a pixel difference in padding on the right side, and an overriden function that's identical to the base.
* Fix land marker palettes
* Appease Clang
* Remove one more magic number
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Co-authored-by: Trevor Finney <8711258+finneyt@users.noreply.github.com>
* Setup for extended palette
* Define order for color picker cells
* Init G2 Palettes in ColoursInitMaps
* Add Glass Palettes
* Use special sprite for Invisible color
* Set up new cheat for special colors
* Add glass palettes to palette_to_g1_offset
* Add entries for new colors in TranslucentWindowPalettes
* Finish implementation of special colors cheat
* Some cleanup
* New colors almost work
* Correct g2 palette loading indices
* Invisible color sprite displays properly
* Repaint works with large scenery and walls
* Prevent random shop items from overflowing to junk palettes
* More cleanup
* Fix glass palettes
* Add mapping of new colors to original colors for UI themes
* Fix junk palettes for random shop items
* Fix missing highlight color in software renderer
* Convert small scenery support flag to allow use of new colors
* Progress on displaying new colors in software renderer
* Fix invisible color scheme sprite
* Formatting cleanup
* Resolve comparison of integer expressions of different signedness
* Index g2 palette maps to fix visible chain lift
* Progress on fixing new colors in software renderer
* Fix station and support colors
* Fix dropdown selected index
* Get invisible color (mostly) working in software renderer
* Use forceBmp for palette resources
* Remove test function definition left in by mistake
* Remove some obsolete range checks for original color values
* Add changelog entry
* Reorder color dropdown based on NE user feedback
* Some cleanup
* Further cleanup
* Formatting
* Add include for GetPaletteMapIndexForColour
* Fix a couple things I broke
* Fix function placement
* Revert "Add include for GetPaletteMapIndexForColour"
This reverts commit 0af9611e6656d792adb7a36efe7dbf3387a4a759.
* Use color constants for color order list
* Make remappable colors contiguous
* turn off clang format for ordered color list
* Appease clang
* Use all colors for random shop item animation
* Improvements to palette map resources
* Fix chain lifts again + adjustments to a few colors
* Update changelog and contributors.md
* Revert changes to S4 and S6 importers which are no longer needed
* Bump network, plugin, and minimum park versions
* Revert "Progress on displaying new colors in software renderer"
This reverts commit 337602e4a7.
* Remove unnecessary comment
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Co-authored-by: Trevor Finney <8711258+finneyt@users.noreply.github.com>
Merry-go-round doesn't receive its vehicle until it gets tested/opened,
but tries painting non-existent guests anyway, leading to reference
binding to nullptr.