Age | Commit message (Collapse) | Author |
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1. Use the same throttling speed as normal frameouts. The
old throttling speed seemed a bit too slow.
2. Exit the event loop immediately if the engine is supposed to
quit, instead of forcing the user to wait until the transition
has finished before quitting.
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Fixes #7173.
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Fixes #7164.
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https://sourceforge.net/p/scummvm/bugs/2687/
The contained data corresponds to Revolution's original assembly sources, scummvm's initial file contained one incorrect reference.
This will stop Officer Blunt from swimming in the lake without any further sideeffects.
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https://sourceforge.net/p/scummvm/bugs/2687/
when playing Beneath a Steel Sky with our (slightly broken) sky.cpt
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This is the corresponding source change to create a fixed sky.cpt binary. The binary is exactly the same as the manually patched one attached to the bug ticket.
In order to fix the bug while beint least invasive, I suggest replacing the binaries (the one from the ticket should be the new, official binary) and we will put a workaround in the code anyways to deal correctly with potentially outdated binaries floating around the web and linux distributions.
The error was initially introduced with the long term conversion of Revolution's assembly sources to C++ sources, then to textual resource data and then a precompiled binary.
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The EGA version of Gobliiins, similar to Little Red Riding Hood,
claims a few resources are larger than they actually are. The original
happily reads past the resource structure, but we'll instead fix
the size of the resource after loading.
This fixes bug #7162.
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The delay occurred when trying to interrupt the animation while at
the start of the first scene with Igor. After the interruption (skipping
the intro, return to launcher or quitting ScummVM) it would continue
to play the animation for a bit longer than necessary.
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I forgot to do it when I rewrote big chunks of the engine code three
months ago.
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GCC 6's -Wmisleading-indentation warns about the debugC() statement
being wrongly indented, as if belonging into the else's branch, which
it clearly doesn't.
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SCUMM: Maniac V0: Walkbox / Timing improvements
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occasionally ran at less than 60Hz). Fix call to 'getClosestPtOnBox', whcih was being passed X * V12_X_MULTIPLIER and Y * V12_Y_MULTIPLIER, but the box coordinates, where not
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I tried to cover most of the things that seem to be interesting
for the end user. I excluded the SCI32 stuff because a) it's not
officially supported and b) I don't have the slightest clue what
most of the changes to the SCI32 engine do. :)
Please excuse if you made a noteworthy contribution I missed
to mention in this NEWS update. It was not on purpose.
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The 'tmp' surface was never freed when in _boundsCalculationMode.
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DEVTOOLS: Add a CMake project generator to create_project
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GUI: Fix TabWidget height issues
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LSL6hires calls 0x23 (Graph/Robot) from game scripts, but it is a
null function in the game's interpreter.
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Some games load palettes that include color 255, but this is
hardcoded to white in SSCI, so just ignore it during merges since
it is ignored when the hardware palette is updated anyway.
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Avoid forcing the screen to refresh after a palette change if the
screen is also about to be drawn to, as the palette change + draw
is intended to be an atomic operation.
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Changes theme stx files to specify TabWidget's type. That fixes wrong TabWidget height.
Changes TabWidget's getHeight() to return not only "children" height, but also tabs height. That fixes wrong clipping area.
Changes Widget's findWidget to use getHeight(). That fixes bug when widgets in the bottom of TabWidget were not reacting to the mouse events.
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This reverts commit 1ab87e3f8f24b19f5b9257dd9e6c5118b1a00f1d.
VMD and DUK are the formats that get blacklined, not Robot.
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KQ7 DOS uses Robot video in place of AVI.
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