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2015-03-01DRASCULA: fix crash/graphic glitch at castle towersNorbert Bajkó
Fix bug #5903 DRASCULA-IT: Crash/graphic glitch at castle towers
2015-02-24Merge pull request #587 from jammm/scummvm_localEinar Johan Trøan Sømåen
WINTERMUTE: Added mappings for VKeyCodes->ScummVM KeyCodes
2015-02-24WINTERMUTE: Add mappings for VKeyCodes->ScummVM KeyCodesjammm
Fix bug #6654 (white chamber - some keys don't work) Wintermute games on ScummVM used ScummVM keycodes for keyboard mapping, whereas the game scripts only accepted Windows VKeyCodes. Therefore an initial set of mappings are added and the debug room is now loading properly, when HOME is pressed (Rest of the keys need to be tested in-game)
2015-02-24Merge pull request #586 from jammm/masterEinar Johan Trøan Sømåen
WINTERMUTE: Fixed parentFolder name check, Fix bug #6655 (Dead City - hotspot text issue)
2015-02-22BASE: Fix infinite loop upon trying to play a game and not finding the engineMatthew Hoops
A regression from f74ba29753de23bad9a07f531fc4c03ea3375594
2015-02-22MADS: Allow text to scroll off screen before removing itTorbjörn Andersson
For example in the credits scroll. Clipping was already done elsewhere, so this really is just a change in how soon the line is removed from the list of text to display.
2015-02-21MADS: Fix animations of spider and vulture in witch doctor's hut scenePaul Gilbert
2015-02-21MADS: Implement scroll wheel support for scrolling inventoryPaul Gilbert
2015-02-21MADS: Fix depth for seaweed in scene 104Paul Gilbert
2015-02-22WINTERMUTE: Fixed parentFolder name check when testing for ↵jammm
"language"/"languages", Fix bug #6655 (Dead City - hotspot text issue) Fixed Wintermute incorretly parsing folder names with trailing \ (Windows-only issue) It seems that calling getParent returns trailing '\' which is absent on POSIX based file systems but not on Windows. This causes Wintermute to load outline_red2.font from russian.dcp, which is not desired. This is fixed by calling it->getName() directly, which returns the folder name (without the trailing '\').
2015-02-21MADS: Fix crash when trapping bouncy native in pitPaul Gilbert
2015-02-21MADS: Fix player animation when getting blown up by minePaul Gilbert
2015-02-18SCI: Fix digital audioWillem Jan Palenstijn
Regression from 5028487038fd, where I assumed all songs were MIDI.
2015-02-18WINCE: Fix compilation.Johannes Schickel
2015-02-17SCI: Add alternative version of QfG3 "Woo" dialog patchWillem Jan Palenstijn
The GOG version of QfG3 is shipped with a patch to script 440 that broke our existing internal script patch for this script bug. See bug #6806.
2015-02-17ZVISION: Fix script bug #6803 (tuning fork box state)Filippos Karapetis
2015-02-16ZVISION: Fix script bug #6793 in Zork NemesisFilippos Karapetis
2015-02-16CONFIGURE: Make SDL_CONFIG override work with a MinGW host.Johannes Schickel
2015-02-16WIN32: Add experimental SDL2 support.Johannes Schickel
Based on changes by aquadran.
2015-02-16SDL: Handle icon setup in SdlWindow.Johannes Schickel
2015-02-16SDL: Add basic abstraction class for the SDL window.Johannes Schickel
2015-02-15PEGASUS: Silence two MSVC warningsFilippos Karapetis
2015-02-15SCI: Add more audio debugging outputWillem Jan Palenstijn
2015-02-15SCI: Fix version check for MIDI controller 4EWillem Jan Palenstijn
This is only supported since SCI1 middle, as verified with xmas1990, SCI1 mgoose, SQ4 floppy, LSL1, Jones floppy. Fixes missing sounds in Jones floppy.
2015-02-15MADS: Fix proper cycling of idle animationsPaul Gilbert
2015-02-15MADS: Stop player disappearing after cutscene of fish being eatenPaul Gilbert
2015-02-15Merge branch 'sci_audio'Willem Jan Palenstijn
This branch contains a number of improvements to how song priorities are handled. We are now much closer to how SSCI treats priority. It also increases the SCI savegame version from 31 to 33.
2015-02-15SCI: Fix sound object frame selector rateWillem Jan Palenstijn
Thanks waltervn. Verified against asm (QfG2, KQ6CD)
2015-02-15SCI: Only allow a single 'playBed' song in SCI1earlyWillem Jan Palenstijn
2015-02-15MADS: Fix left screen clipping for scaled flipped spritesPaul Gilbert
2015-02-15SCI: Allow channel remapping from audio thread tooWillem Jan Palenstijn
2015-02-15SCI: Use sound resource priority by default for songsWillem Jan Palenstijn
SCI1 sound resources can have an embedded priority. We now use that by default, unless an explicit DoSound/SetPriority call overrides it. Thanks waltervn. This fixes relative priority of songs in at least PQ3 room 29. Also increase savegame version to 33.
2015-02-15SCI: Give songs that start playing later higher priorityWillem Jan Palenstijn
2015-02-15SCI: Add debugging outputWillem Jan Palenstijn
2015-02-15SCI: Handle voice limits differentlyWillem Jan Palenstijn
For playBed songs, SCI1early remappers didn't unmap the entire song when there weren't enough voices for a channel. Thanks waltervn.
2015-02-15SCI: Don't remap channels from playBed songsWillem Jan Palenstijn
2015-02-15SCI: Always re-sort playlist in soundPlayWillem Jan Palenstijn
Previously, it would only sort if a song wasn't already in the playlist. Since initSound already adds it, this effectively prevented the list from being sorted.
2015-02-15MADS: Fix left edge screen clipping for non-scaled flipped spritesPaul Gilbert
2015-02-14MADS: Fix death animations for seaweed and underwater minePaul Gilbert
2015-02-14MADS: Fix picture when picking up timer modulePaul Gilbert
2015-02-14MADS: Fix palette loading for in-game dialogsPaul Gilbert
2015-02-14MADS: Allow Escape key to close game options dialogPaul Gilbert
2015-02-14MADS: Cleanup and bugfixes for panning transition support methodsPaul Gilbert
2015-02-14ZVISION: Check for point and style changes when early breaking from a font ↵RichieSams
change
2015-02-14SCI: Register and save playBed option to PlaySoundWillem Jan Palenstijn
The playBed option is not handled yet, only stored. This increases the savegame format version.
2015-02-14SCI: Match SSCI channel reset orderWillem Jan Palenstijn
It may or may not matter for a driver's voice mapping.
2015-02-14SCI: Initialize voice counts in SCI1+Willem Jan Palenstijn
2015-02-14SCI: Avoid resetting already unused channelsWillem Jan Palenstijn
2015-02-14ZVISION: Fix script bug #6791 (max value of delay_render)Filippos Karapetis
This fixes the delay outside the Frobozz Electric building. In all other places, delay_render is called with a value ranging from 1 to 10, so the 100 here looks to be a script bug, and causes an unnecessary long pause in that scene. Thus, we're capping the frame delay value to 10.
2015-02-14ZVISION: Also reference the script manager in ResultAction membersFilippos Karapetis