Age | Commit message (Collapse) | Author |
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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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format is unavailable
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This can be restored if required at a later time.
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This has no functional change, but improves the consistency with the
renamed stopSound() function.
Also, minor fixes for formatting, removal of redundant comments and code
in sound class.
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Since this was unused, it was causing various compiler warnings of the
set-but-not-used type. If it is needed later, this code can be restored.
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Some of the debug statements in the engine compute values or sizes of
various items by pointer subtraction (which is probably not recommended;
I am not sure if this is why some of the structs were previous packed as
noted and removed by snover).
In any case, the subtractions should result in relatively small integer
values, but using these into debug() calls with printf style format
strings can cause warnings from the compiler with the format specifier
depending on the underlying pointer sizes.
To avoid these, have recast these to int. If this does cause any issues,
they should be limited to debug() value changes and thus not a
functional issue with the engine, which can be corrected by the engine
developers.
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