I did it. Now I added a "release all" button in the depot. I also added an "oops" button to stop them again. It's just max 10 lines of extra code. This turned out to take longer than I expected and bring a lot more changes than I first expected, but then again, I like all of the changes regarding this
r6503 wrote:-Codechange: added a function to tell what vehicles a depot contains
This will ensure that you can always get the same list when checking for vehicles in a depot (no need to duplicate code for each place, that needs such a list)
Since the vehicles are only looped once for each redraw, drawing speed is around twice as fast (measured to be 114%-121% faster depending on the number of vehicles in the game)
r6513 wrote:-Codechange: unified the code to draw depot windows
This change is intended to make it easier to make depot behaviour consistent
and faster to code when adding more features in the future
The user interface should hopefully not be affected by this
r6515 wrote:-Feature: added "start all" and "stop all" buttons to the depot windows
Not only did we get code, that's coded in a way so it's easier to avoid the bugs like "I see the vehicle in the depot, but the mass order thing didn't affect it" since the same code is used to figure out what vehicles the depot contains. It also appears to be faster (at least drawing the depot windows) and we save a bit of bandwidth in network games. Pressing one of the new buttons sends the same amount of data to the server as starting or stopping a single vehicle.