Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-04-14 | JANITORIAL: Reduce GUI header dependencies | Ori Avtalion | |
2016-04-14 | WAGE: Draw border in MacWindow | Eugene Sandulenko | |
2016-04-13 | GCW0: Split README by chapters | Eugene Sandulenko | |
2016-04-13 | GCW0: Redirect debug output to log | Eugene Sandulenko | |
2016-04-13 | GCW0: Better bracket replacements in README | Eugene Sandulenko | |
2016-04-13 | Merge pull request #746 from OmerMor/master | Martin Kiewitz | |
SCI: Added the Atari ST version of Codename: Iceman | |||
2016-04-13 | SCI: Added the Atari ST version of Codename: Iceman | Omer Mor | |
2016-04-13 | DRASCULA: Improve text centering | Thierry Crozat | |
When splitting strings into several lines to fit on the screen the original engine could result in lines with one character beyond the right edge of the screen, which in practice would be drawn on the next line on its own, aligned to the left (and not centered). This commits adds a check to avoid this situation. So although it now behaves slightly differently than the original engine this is for the better. | |||
2016-04-13 | WAGE: Basic stuff to MacWindowManager | Eugene Sandulenko | |
2016-04-13 | NEWS/DE: Fix typo in SAGA paragraph | Lothar Serra Mari | |
2016-04-13 | I18N: Improve GUI translation of the "Object Line" setting in COMI | Lothar Serra Mari | |
The new translation is taken directly from the German manual of Monkey Island 3. | |||
2016-04-13 | NEWS/DE: Add fix for inventory background in Drascula | Lothar Serra Mari | |
2016-04-13 | TSAGE: Reduce GUI header dependencies | Ori Avtalion | |
2016-04-13 | TESTBED: Include correct header | Ori Avtalion | |
2016-04-13 | HUGO: Reduce header dependencies | Ori Avtalion | |
2016-04-13 | AGI: Move predictivedialog.h out of agi.h | Ori Avtalion | |
2016-04-13 | GUI: Remove highlighting when button widget is pressed | Ori Avtalion | |
Without this, buttons would stay highlighted after being un-pressed. Fixes #7094. | |||
2016-04-13 | WAGE: Added stub of MacWindowManager class | Eugene Sandulenko | |
2016-04-13 | WAGE: More auxiliary methods to MacWindow class | Eugene Sandulenko | |
2016-04-13 | WAGE: Stub for MacWindow class | Eugene Sandulenko | |
2016-04-12 | DRASCULA: Fix cursor visibility during animation at start of chapter 6 | Thierry Crozat | |
Here we transition from an animation at end of chapter 5 to another animation at start of chapter 6. Usually the cursor is hidden when performing the action that triggers the animation. But here there is no action to trigger it and the cursor is made visible when starting a new chapter or entering a room (so between the two animations). So explicitly hide it at the start of this specific animation (and it gets shown again when we enter room 102 at the end of the animation). | |||
2016-04-12 | NEWS: Add fix for inventory background in Drascula | Thierry Crozat | |
2016-04-12 | DRASCULA: Fix wrong background for inventory in chapter 6 | Thierry Crozat | |
This was a regression from commit fa3d3e3 and this fixes part of bug #7113 DRASCULA: Serious sprite glitches. The original uses extraSurface to draw text in draw_abc() in the Spanish version while other languages use tableSurface. But in ScummVM this was changed to use tableSurface for all languages. However this caused an issue in chapter 6 when displaying the inventory has it is also using tableSurface, as it was for all languages in the original. While using the same surface works for other languages, in the Spanish version we get the wrong background in the inventory. Rather than revert to using extraSurface for drawing text which is a big change and impact all the chapters, I have opted to simply swap the usage of the tableSurface and extraSurface in chapter 6 for the Spanish version compared to the original engine. The changes therefore only impact chapter 6 and only the Spanish version. I played the chapter in full to check that it indeed works without causing adverse effects. | |||
2016-04-12 | WAGE: Update game status | Eugene Sandulenko | |
2016-04-12 | WAGE: Fix console redrawing when desktop is redrawn | Eugene Sandulenko | |
2016-04-12 | WAGE: Redraw scene on object move to match original. | Eugene Sandulenko | |
Still buggy a bit | |||
2016-04-12 | WAGE: Fix click target search order | Eugene Sandulenko | |
2016-04-12 | WAGE: Fix object sorting. Fixes many glitches | Eugene Sandulenko | |
2016-04-12 | GCW0: Attempt to fix README sections | Eugene Sandulenko | |
2016-04-12 | Merge pull request #715 from dudola/patch-1 | Johannes Schickel | |
GUI: Remove dummy FluidSynth Settings button from Edit Game | |||
2016-04-11 | DRASCULA: Fix regression in subtitle display in Spanish version | Thierry Crozat | |
This code was committed by mistake in the previous commit. | |||
2016-04-11 | WAGE: Fix sorting of objects during move | Eugene Sandulenko | |
2016-04-11 | I18N/DE: Reduce length of update check setting | Lothar Serra Mari | |
2016-04-11 | DRASCULA: Fix typo in variable name | Thierry Crozat | |
2016-04-11 | NEWS/DE: Import missing SCI section | Lothar Serra Mari | |
2016-04-11 | NEWS: Import missing SCI section | Lothar Serra Mari | |
2016-04-11 | NEWS/DE: Mention Drascula fixes | Lothar Serra Mari | |
2016-04-11 | DRASCULA: Fix random crash when loading pendulum scene savegame | Thierry Crozat | |
When saving from the pendulum scene the curX and curY values are negative while the curWidth and curHeight values are unset. This causes random crashes as we may do an array out of bound access when enterRoom() is called at the end of the load. | |||
2016-04-11 | DRASCULA: Rename variable to clarify its meaning | Thierry Crozat | |
2016-04-11 | DRASCULA: Fix color for Drascula at the end of chapter 5 | Thierry Crozat | |
I checked the original and the code in ScummVM and there is no call to talk_solo in chapter 4, while we indeed need to use the red color for all calls to talk_solo in chapter 5. | |||
2016-04-11 | DRASCULA: Improve loading savegames in Pendulum scene | Thierry Crozat | |
The previous fix only fixed the incomplete state when loading from the launcher. Now this is fixed when loading from the game as well. It also fixes loading a savegame from the first stage of the pendulum scene (when the protagonist is not visible) to any other scene in chapter 6. The protagonist was not made visible again when loading the savegame. | |||
2016-04-10 | NEWS: Add fix for loading savegame in Drascula pendulum scene | Thierry Crozat | |
2016-04-10 | DRASCULA: Fix loading games in room 102 when still chained | Thierry Crozat | |
Room 102 has two states. The first one has an animation of a pendulum while the protagonist is chained to a table beneath it. The second state is after the protagonist free himself. In the second state the pendulum has stopped. When saving in the first state, loading the save game did not properly setup the pendulum animation causing graphic glitches. This fixes bug #7113 DRASCULA: Serious sprite glitches | |||
2016-04-10 | GCW0: Disable triple buffering. | Eugene Sandulenko | |
Too many artifacts. It is not possible with current ScummVM drawing approaches. | |||
2016-04-10 | GCW0: Enable triple buffering | Eugene Sandulenko | |
2016-04-10 | GCW0: Enable building with all scalers disabled | Eugene Sandulenko | |
2016-04-10 | GCW0: Clean up build script | Eugene Sandulenko | |
2016-04-10 | GCW0: Disable Timidity by default | Eugene Sandulenko | |
2016-04-10 | GCW0: GCW0 is fullscreen-only device | Eugene Sandulenko | |
2016-04-10 | ALL: Split SMALL_SCREEN_DEVICE into GUI_ENABLE_KEYSDIALOG and ↵ | Eugene Sandulenko | |
GUI_ONLY_FULLSCREEN |