Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Currently translated at 98.8% (1074 of 1087 strings)
|
|
Currently translated at 98.8% (1074 of 1087 strings)
|
|
|
|
|
|
|
|
With different languages text should be placed to fit on the screen
|
|
|
|
|
|
|
|
|
|
|
|
That will be useful for i18n. Let's suppose all the versions have all
the characters.
|
|
That will let us adapt from different packaging across Versailles
editions.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
There is a bug introduced in WME Lite.
Testcase:
1. Download https://github.com/lolbot-iichan/wme_testsuite/tree/master/slider_test/packages
2. Download https://storage.googleapis.com/google-code-archive-downloads/v2/code.google.com/wmelite/wmelite_10_win.zip
3a. Run game.exe -> Slider moves with the mouse while it is pressed and
released when mouse is released
3b. Run wmelite.exe -> Slider is never released
3c. Run ScummVM -> Slider is never released
Related bugs:
https://bugs.scummvm.org/ticket/6567
https://bugs.scummvm.org/ticket/9861
Reason: slider is a button object that changes it's X until "LeftRelease" event is revieved and breaks the endless loop.
Sample code: https://github.com/lolbot-iichan/wme_testsuite/blob/master/slider_test/data/interface/system/speechvolume.script
However, WME Lite does not send "LeftRelease" events to any objects, if Game object can handle such event, even is game is frozen and UI is shown.
Original code: https://github.com/lolbot-iichan/Wintermute-Engine/blob/master/src/engine_core/wme_ad/AdGame.cpp#L2218
Changed in WME Lite: https://github.com/lolbot-iichan/wmelite/blob/master/src/AdGame.cpp#L2120
This behaviour was introduced in SVN period of wmelite, I believe it was
made on purpose for handling some iOS scenarios at commit #37 mentioned
on page https://code.google.com/archive/p/wmelite/source/default/commits
My proposal is to mark iOS apps as WME_LITE and fill exact WME_1_X_X/WME_LITE versions for all known
games. WME_1_X_X can be seen by right-clicking on main executable and seems to be non-empty for almost all existing WME games.
|
|
This seems to be some fan-made translation patch. File "string3.tab"
seems to be the only thing translated, and it's stored as a plain file,
outside dcp packages. Patch is applied to original by adding this file.
|
|
Also fixes https://bugs.scummvm.org/ticket/11005
|
|
On undetected game user gets message like this:
```
Matched game IDs for the Wintermute engine: actualdest-win,
basisoctavus-win-cz,
agustin-win, bthreshold-win, bickadoodle-win, bookofgron-win-ru,
carolreed4-demo-win, carolreed5-win, carolreed6-win,
carolreed7-demo-win,
carolreed8-win, carolreed9-win, carolreed10-win, carolreed11-win,
carolreed12-win, carolreed13-win, carolreed14-win, chivalry-win,
corrosion-win,
deadcity-win-cz, dfafadventure-win, dirtysplit-win, dreaming-win,
driller-win,
...
```
It's confusing that some carolreed games are mentioned as demos and some
are not.
Fixed this by reordering them.
|
|
|
|
Fixes #11006
|
|
Instead of checking the project type, check the define.
winmm and winsparkle are only required on Windows.
|
|
|
|
Rewriting the define list from scratch to disable nasm lost
a lot of important defines set up in the setup phase.
Instead, let's just remove the nasm define and preserve the rest.
|
|
|
|
Most prominent bugs fixed is behavior in KP02 and not attacking when near McCoy
|
|
|
|
|
|
|
|
Currently translated at 98.7% (1073 of 1087 strings)
|
|
Currently translated at 100.0% (1087 of 1087 strings)
|
|
Currently translated at 100.0% (1087 of 1087 strings)
|
|
Currently translated at 100.0% (1087 of 1087 strings)
|
|
|
|
browser.cpp no longer depends on the target platform since pull request #1414
|
|
And additional bug fixes for font creation and detection of error cases
|
|
C4121 is about 'symbol': alignment of a member was sensitive to packing
|