Age | Commit message (Collapse) | Author |
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As of freetype-2.9.1 the freetype-config script no longer gets installed
by default.
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Previously, only CXX could be overridden by the environment, which
made it impossible to correctly set tools for cross-compiler
toolchains which were not compatible with the default system tools.
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In some cases a mouse moved event could be handled between the moment
the xtakeit script was queued and the moment it is executed (on the same
frame), causing the mouse position no longer to be over a marble
rectangle.
Fixes #10647.
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When rendering text, especially truetype fonts, we would use the next
character avance metric to check if the character fits in the target
surface. This commit changes it to use the bounding box metric. The
bounding box represents the actual pixels that will be touched when
drawing the character.
This fixes an issue noticed on the main menu of Myst ME where the last
character of the string "OPTIONEN" would not be rendered despite there
being enough room to render it. More precisely, this ensures that
calling Font::getBoundingBox for a string, and then passing a surface
exactly the size of the returned bounding box to the draw function
actually renders all the characters.
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If the user enters in an invalid description for the save then it will be
simplified by the saved name cache process in Script::savegame.
I checked this with t7g, but not with the 11th guest or any other Groovie game.
The original in-game loading/saving can still only access the first 10 save
slots (0-9).
Its possible to saving via the GMM when the game is interactive.
Loading a game saved via the gui using the original in-game load menu
works fine.
Saving via the GMM with timestamp works, but only only saves the characters
up to the first non-alpha non-letter characer.
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Also bumps the saved game format version to 3.
I changed the order of how the data is saved so that the playtime could
be read in without skipping as much data.
This is because querySaveMetaInfos only needs the metafields where as
saveload::DoRestore() needs more of the header.
A crash was happening when trying to delete a saved game from the launcher.
It is because the engine is not initalized. I assign a dummy value to
resolve the issue.
Loading saved games from previous versions works.
When an old version saved game is loaded it will start with zero playtime.
Old saved games are shown as not having playtime data.
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This changes the convention back to skipping the thumbnail loading
for readSaveGameHeader. querySaveMetaInfos is the only place it
shouldn't be skipped.
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Since Graphics::loadThumbnail can return successfully when a thumbnail is skipped
the caller may want to check to the see that the thumbnail is not null before using
it. Setting it to null is just defensive in case the caller didn't do so.
If the user tries to use the thumbnail in setThumbnail then it will just
show a black screen for the thumbnail rather than crashing if they have
not set the thumbnail to null.
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This uses the one in Common.
The engine now contains a 10-bit cosine and sine table.
It used mostly for vector math.
This also allows two vector functions to be removed from vector.h.
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Common::UA_UKR is needed for FoxTail game at WinterMute engine
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Parallaction::_gfx is referenced by objects destroyed when
Parallaction::_input is destroyed so it cannot be destroyed first.
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Also removes an unnecessary second condition check for oldAnswer
by moving that closer to its point of use.
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The play method did not override the base class due to the addition of
the soundType parameter.
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This occurs when FreeType2 is not enabled and thus fontHeight variable
is unused.
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Currently translated at 100.0% (989 of 989 strings)
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When erasing and inserting many items this caused the hashmap capacity
to grow more than it should which resulted in performances issues (and
possibly memory issues as well). The issue was reported on IRC today
with the wintermute engine.
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disable cursor handler
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Currently translated at 100.0% (989 of 989 strings)
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Currently translated at 100.0% (989 of 989 strings)
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It's possible to get the "Fire! Fire!" timer stuck after setting
the the inquisitor doll on fire. This should work around that.
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It was possible to render the game unplayable simply by looking at
Jack's cigar box while waiting for him to return to examine the
lamp. Note that this bug is only present in the DVD version. For
whatever reason, it adds a dummy location for playing the cutscene.
Applying the bugfix in the CD version actually breaks the game.
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