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2020-01-11WINTERMUTE: Add FoxTail detection tableslolbot-iichan
FoxTail is still in "Early Access" status, so this list is not final All game builds have 1 multilanguage "data.dcp" package Common::PL_POL is supported since 1.2.527.3377 Steam allows to download 14 public versions of FoxTail's depot: 1.2.527.3391 - 2019 Mar 22; silent bugfix 1.2.527.3389 - 2019 Jan 22; listed in Changelog on GOG and in News on Steam 1.2.527.3377 - 2019 Jan 17; listed in Changelog on GOG and in News on Steam 1.2.362.2047 - 2018 May 31; listed in Changelog on GOG and in News on Steam 1.2.362.2039 - 2018 May 30; listed in Changelog on GOG and in News on Steam 1.2.304.1571 - 2018 Mar 20; listed in Changelog on GOG and in News on Steam 1.2.230.1322 - 2018 Mar 03; silent bugfix 1.2.230.1321 - 2018 Mar 03; silent bugfix; required for GOG 1321->1571 updater 1.2.230.1318 - 2018 Mar 03; silent bugfix 1.2.230.1316 - 2018 Mar 03; silent bugfix 1.2.230.1315 - 2018 Mar 02; silent bugfix 1.2.230.1313 - 2018 Mar 02; listed in Changelog on GOG and in News on Steam 1.2.230.1303 - 2018 Mar 01; silent bugfix 1.2.230.1291 - 2018 Feb 26; listed in News on Steam; first public release Two more versions seems to be released for nonpublic alpha-testing only: 1.2.227.916 - 2018 Feb 16; listed in News on Steam; not public release 1.2.227.880 - 2018 Feb 06; listed in News on Steam; not public release
2020-01-11WINTERMUTE: Add FoxTail engine versions to WMETargetExecutable enumlolbot-iichan
FoxTail engine is a WME Light engine fork with closed sources. Some features have different behaviour in different versions of FoxTail engine. That's why we need to detect engine version. Note that FOXTAIL_OLDEST_VERSION > LATEST_VERSION. Most features are just new methods for Game, Actor, Array, etc. and are not guarded. Some hacks are common for all FoxTail versions, and are guarded with isFoxTail(). Some changes are specific to versions from v1 to v2, isFoxTail(v1,v2) is checked then.
2020-01-11WINTERMUTE: Add FoxTail subenginelolbot-iichan
FoxTail is a point-and-click adventure game by Gingertips Game Studio, featuring extended and hacked WinterMute engine fork. Most features are added by introducing new API methods and properties, but some are just hardcoded to be different from normal WME stuff.
2020-01-11ANDROID: Hide the system mouse cursor on Android NCameron Cawley
2020-01-11GRIFFON: Fix slugginess in final boss and a crash when loading the ↵Harsh Bawari
Griffon.s03 map
2020-01-11COMMON: Add a function to simplify loading Windows executablesCameron Cawley
2020-01-11MOHAWK: Unify Windows cursor managersCameron Cawley
2020-01-11GRAPHICS: Unify loading Windows cursor groupsCameron Cawley
2020-01-11GRAPHICS: Simplify loading Windows fontsCameron Cawley
2020-01-11COMMON: Add a common base class for the Windows resource classesCameron Cawley
2020-01-11ENGINES: Reduce winexe_*.h header includesCameron Cawley
2020-01-11COMMON: Rename PEResources::getNameList() to getIDList()Cameron Cawley
2020-01-11ALL: Create all instances of NEResources and PEResources using new instead ↵Cameron Cawley
of on the stack Also adapted WinCursorGroup and MacMenu to reflect this.
2020-01-11WINTERMUTE: Add detection for Hor gamelolbot-iichan
"Hor" is a small ("5 minutes"), complete and really nice game by Roman Koksharov. It has no in-game text except the game title, so I marked is at Common::UNK_LANG. Source: https://gamejolt.com/games/hor/258037 Source: https://www.indiedb.com/games/hor v1.0 and v1.3 are actually almost the same, difference is only in "ALLOW_WINDOWED_MODE" game property and settings binary. P.S. Have you found a secret ending? ^_~
2020-01-11DIRECTOR: Add V4 builtin palettes, support for loading the movie defaultScott Percival
2020-01-11NEWS: Add changes for version 2.1.1 from the 2.1 branchFilippos Karapetis
2020-01-11DIRECTOR: Fix loaded cast referencesEugene Sandulenko
2020-01-11DIRECTOR: Seperate render pass for shape fill and strokeScott Percival
2020-01-11GRAPHICS: Fix arguments order in drawRectScott Percival
2020-01-11DIRECTOR: Align fill patterns to global originScott Percival
2020-01-11DIRECTOR: LINGO: Allow b_length to cast from referenceScott Percival
2020-01-10SCI: Fix SQ1VGA Russian class namessluicebox
Fixes bug #10156
2020-01-10SCI: Ignore incorrectly detected volume versionsluicebox
Ignores a detected volume version of SCI3 when the map version is less than SCI2, as that indicates detectVolVersion's heuristics failed. SQ1VGA Russian has volume files with a few junk bytes in between resource entries, which causes detectVolVersion to return SCI3 instead of the expected result of Invalid and then use the correctly detected map version. The detection algorithm tries each version until it finds one that fits, and the SCI3 pattern happens to fit because it's necessarily the most permissive due to the wCompression bytes containing meaningless values. Fixes bug #10156
2020-01-10DIRECTOR: Do not crash if movie was not loadedEugene Sandulenko
2020-01-10DIRECTOR: Gracefully exit when end of movie list is reachedEugene Sandulenko
2020-01-10DIRECTOR: More streamlined movie loading tracingEugene Sandulenko
2020-01-10DIRECTOR: Fix crash when built-in is being redefinedEugene Sandulenko
2020-01-10DIRECTOR: Better track of loaded moviesEugene Sandulenko
2020-01-10DIRECTOR: Properly iterate over all movies when test-all is requestedEugene Sandulenko
2020-01-10DIRECTOR: Fix crashes on ungraceful exitEugene Sandulenko
2020-01-09GUI: Fix crash opening edit game dialog for games with no musicPaul Gilbert
2020-01-09SCI: Log bp_function (bpe) parameters in debuggersluicebox
Trac #9833
2020-01-09SCI: Trigger bpr/bpw breakpoints within kernel callssluicebox
Trac #9835
2020-01-09MACOSX: Opt in for dark themeThierry Crozat
macOS 10.14 introduced a dark theme in addition to the nornal aqua theme. Applications compiled with the 10.14 SDK or above are automatically opt in for both, but applications compiled with an older SDK are not and still use the aqua theme even when the system is set to use the dark theme. Those applications need to explicitely opt in to use the dark theme. This fixes bug #11305: Dark Mode is not supported
2020-01-09KYRA: (LOK/Amiga) - fix save thumbnail colorsathrxx
(I probably broke that in 04e85a0f)
2020-01-09DIRECTOR: Sanity checks on unsuccessful movie loadingEugene Sandulenko
2020-01-09DIRECTOR: Improve error messagesEugene Sandulenko
2020-01-09DIRECTOR: Properly reastart moviesEugene Sandulenko
2020-01-09DIRECTOR: Do not start main loop when compile only is requestedEugene Sandulenko
2020-01-09DIRECTOR: Narrowed down movie scanning only to the game directoryEugene Sandulenko
2020-01-09DIRECTOR: Added test target for executing all moviesEugene Sandulenko
2020-01-09DIRECTOR: Renamed lingotests detection file to avoid executionEugene Sandulenko
2020-01-09DIRECTOR: LINGO: Added test for 'put the number of <x> of'Eugene Sandulenko
2020-01-09DIRECTOR: LINGO: Fix compilation for 'the number of words of'Eugene Sandulenko
2020-01-09PRINCE: I18N: Update translation (English)Eugene Sandulenko
Currently translated at 87.3% (2408 of 2757 strings)
2020-01-09DIRECTOR: LINGO: Allow cb_v4theentitypush and cb_v4theentityassign to cast ↵Scott Percival
to INT
2020-01-08SCI32: Update GK2 subtitle compatibilitysluicebox
2020-01-09I18N: Update translation (Hebrew)Niv Baehr
Currently translated at 97.8% (1129 of 1154 strings)
2020-01-08DIRECTOR: Correctly set script type for Lscr bytecodeEugene Sandulenko
2020-01-08KYRA: (LOK) - workaround for green potion animationathrxx
The optional green potion that can be made at the alchemists' crystals can lead to invalid memory access. The animation frames aren't properly cleaned up like in the snake poisoning sequence. I just add the same handling as as workaround.