Age | Commit message (Collapse) | Author |
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svn-id: r55673
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svn-id: r55672
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This fixes the leak from the COR0_BEGIN_CODE macro's CoroContextTag allocation.
Setting the _sleep value to negative values prevented the deallocation of these.
Have tested for obvious regressions, but a full DW/DW2 playtest should be done to confirm that this doesn't cause any issues.
Thanks to fingolfin for indicating this solution.
svn-id: r55671
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svn-id: r55670
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- Replace several char* by Common::String
- Fix a bug in showDosInventory()
svn-id: r55669
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svn-id: r55668
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Videos are never saved or loaded, thus when this happens, it probably indicates a game bug
or a corrupted saved game
svn-id: r55667
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- Optimized and cleaned up translateYUVtoRGBA()
- Disabled a lot of seeking-related functionality
- Replaced some calloc() calls, used for audio buffer creation with malloc()
svn-id: r55666
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svn-id: r55665
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svn-id: r55664
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Translated some comments, and pushed the indirect rendering define to the header
file, so that the engine won't try and update the screen with direct movie rendering.
Also, the thumbnail hack has been disabled, as it doesn't really work (at least not for
me: all the thumbnails are gray)
svn-id: r55663
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- Can't skip the videos with left button anymore, now the Nefarius video on the
TV is played normally and not skipped.
- Last video playback 2x too big in height.
svn-id: r55662
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Currently there is no iterator returned from this method, to have some
similarity to associative containers of the STL.
I also "added" one unit test for this method, which is basically just
a copy of the HashMap::erase(const Key &) test with the required adaptions.
svn-id: r55661
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This was due to the SMUSH channel base class using new/delete to manage buffer, but the imuse_channel and saud_channel classes which subclass and override this using malloc/free.
The more C++ solution of moving all to new/delete was tried, but the buffer is passed into a MemoryReadStream and free()'d there, so all classes have been moved to malloc/free instead.
This is not a critical problem as the buffers are byte primitive type anyway.
svn-id: r55660
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This would cause leaks, but occurs in development code only.
svn-id: r55659
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This was detected during playtest with Valgrind during Act 5 (Spain).
svn-id: r55658
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movie player.
svn-id: r55657
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svn-id: r55656
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In some rare cases, Drew position is outside the valid area.
Made sure it does not crash in these cases.
svn-id: r55655
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svn-id: r55654
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svn-id: r55653
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svn-id: r55652
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svn-id: r55651
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Rewrote the Z-order management, it's now very close to the original code
svn-id: r55650
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In the castle, Drew disappeared if you clicked twice on the closed door.
svn-id: r55649
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svn-id: r55648
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svn-id: r55647
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svn-id: r55646
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svn-id: r55645
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svn-id: r55644
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svn-id: r55643
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svn-id: r55642
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Bug #3124518: "TOON: loss of inventory items in Bricabrac's machine room"
Was caused by recursive walkTo that were not canceling out.
svn-id: r55641
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svn-id: r55640
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svn-id: r55639
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svn-id: r55638
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svn-id: r55637
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svn-id: r55636
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svn-id: r55635
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svn-id: r55634
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svn-id: r55633
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svn-id: r55632
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svn-id: r55631
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svn-id: r55630
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svn-id: r55629
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svn-id: r55628
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To make the meaning of the flag more clear and make the func
opcodes more similar to draw and gob opcodes.
svn-id: r55627
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Drew does not disappear anymore in the barn when filling his can.
Slowed down the talk animations a bit
svn-id: r55626
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- In fade out when leaving certain rooms
- When loading a game in a cutaway/closeup state
svn-id: r55625
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Use direct line path if possible
Smooth facing direction to avoid flickering (entering zanidu shuttle for example)
Fix possible lockups
svn-id: r55624
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