Age | Commit message (Collapse) | Author |
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Rewriting the define list from scratch to disable nasm lost
a lot of important defines set up in the setup phase.
Instead, let's just remove the nasm define and preserve the rest.
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Most prominent bugs fixed is behavior in KP02 and not attacking when near McCoy
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Currently translated at 98.7% (1073 of 1087 strings)
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Currently translated at 100.0% (1087 of 1087 strings)
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Currently translated at 100.0% (1087 of 1087 strings)
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Currently translated at 100.0% (1087 of 1087 strings)
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browser.cpp no longer depends on the target platform since pull request #1414
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And additional bug fixes for font creation and detection of error cases
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C4121 is about 'symbol': alignment of a member was sensitive to packing
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Most of them were due to setting -1 to unsigned values
Else it was bogus unintialized values
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* WINTERMUTE: Add detection for "The Driller Incident"
"The Driller Incident" is a small freeware game for Wintermute,
avaliable in English and Russian: http://questzone.ru/enzi/files/1645
* WINTERMUTE: Add detection table for "One Helluva Day" demo
"One Helluva Day" is a point-and-click adventure demo in English / Czech
/ Russian.
Free download:
https://store.steampowered.com/app/603680/One_helluva_day/
* WINTERMUTE: Support CHARSET property for TT fonts
"// we don't need this anymore" was a mistake =)
Surely, most Wintermute games are either designed for 1252 language
(DE_DEU, EN_ANY, ES_ESP, FR_FRA, IT_ITA, PT_BRA), or don't use TrueType
fonts (5ma, deadcity, grotter1, grotter2, thekite, tib), or use
CHARSET=1 with UTF strings (dirtysplit, reversion1, reversion2, twc),
which meen this conversion is not needed for those games.
However, there are some games that explicitly states CHARSET=10 (driller
(RU_RUS), oknytt (RU_RUS), onehelluvaday (UNK_LANG when playing as
Russian)) and there are some games with CHARSET=1 with non-1252 in mind
(bookofgron (RU_RUS excepts 1251), carolreed4 (RU_RUS excepts 1251),
kulivocko (CZ_CZE excepts 1250)).
This fixes text in some games: bookofgron, carolreed4, driller, kulivocko,
oknytt, onehelluvaday.
* WINTERMUTE: Break savegame compatibility
sizeof(BaseFontTT) was changed, so let's break savegame compatibility
* COMMON: Add conversion tables for win1253 and win1257
* COMMON: Add string conversion from U32String back to Common::String
convertUtf32ToUtf8 code is based on Wintermute::ConvertUTF32toUTF8
convertFromU32String use convertUtf32ToUtf8 for UTF8 or lookup through
conversion table for single-byte encodings
* WINTERMUTE: Use Common::convert functions for non-UTF charsets
* WINTERMUTE: Fix whitespaces at detection tables
* WINTERMUTE: Add TODO comments
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Fixes QFG4 bug #10765. It's preferable to have sanity checks in the
code, rather than crashing due to invalid draw rectangles from buggy
game scripts. It's no use checking which specific interpreter versions
had sanity checks and trust the game scripts of the other interpreters.
Thus, it's easier and safer to always enable these sanity checks.
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This allows to have more buttons than what can be displayed on the
screen, and now to have all the same buttons on iPhone and on iPad.
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Also use the pinch gesture to show/hide the keyboard. Previously
it was using the three fingers swipe up and dowm, which is now
mapped to arrow keys.
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Those keys are not present on the virtual keyboard accessory view.
This should fix bug #10314: LSL7: Unable to open Xqwsts's locker
on iOS.
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This adds buttons for some keys that are not present on the iOS
keyboard, such as the function and arrow keys, as well as a GMM
key.
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For some reason getFontHeight() is off-by-one comparing to height set in
TITLE_RECT, which made text being bigger then title rect and drawing was
skipped.
This fixes https://bugs.scummvm.org/ticket/6501
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Tested and it works. Thanks for the fix!
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If McCoy re-climbs the stairs immediately after retiring Zuben and having picked up the photo
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The cursor position was overflowing a signed 16-bits integer once
multiplied with MULTIPLIER when using a resolution such as 2560x1440.
It would be nice changing this code to make more sense, sadly it is
thightly coupled with platform specific subclasses.
Fixes #10996.
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This fixes defect #10684: 1-pixel width sprite becomes a big rectangle
if rotation is applied.
Case was originally reproduced with FoxTail game for WME, then reduced
to testcase
https://github.com/tobiatesan/wme_testsuite/tree/master/time_test/packages
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Prevent transient from walking through scenery alongside the right wall
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Otherwise they may glitch with the background at the Hawker's Circle entrance.
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After he gives it to transient, he should not be able to buy it again
That's because the Flask option is added to be selected only once, so McCoy won't be able to give it again to the homeless guy to get more info, and also the second time round, he gets the exact same dialogue from the bartender at the Hawker's Circle, which does not sound right.
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Still only applies in Hard and Normal mode difficulty
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Applies only for normal and hard mode. Easy mode keeps the original more relaxed behavior.
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Remove option for them to be there altogether to avoid overlap with Clovis
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