Age | Commit message (Collapse) | Author | |
---|---|---|---|
2012-06-07 | COMMON: Make CoroutineScheduler's constructor and destructor private. | Johannes Schickel | |
CoroutineSchedule is a singleton, thus it should not be possible to create a custom instance of it. | |||
2012-06-07 | COMMON: Slightly adapt coroutine code to better match our guidelines. | Johannes Schickel | |
I used astyle here, which automatically removes the use of tabs in comments. | |||
2012-06-07 | COMMON: Move coroutine documentation to the header file. | Johannes Schickel | |
2012-06-07 | TOON: Further cleanup to Pathfinding Class. | D G Turner | |
Removal of some unused variables, logical reordering of functions and minor changes to reduce minor duplication. No functional changes. | |||
2012-06-07 | TOON: Reduce unecessary linkages in Pathfinding class. | D G Turner | |
2012-06-07 | TOON: Remove unecessary usages of g_system. | D G Turner | |
2012-06-07 | TOON: Minor cleanup and formatting fixes to Pathfinding class. | D G Turner | |
2012-06-07 | SCI: Initial implementation of kScrollWindow, used in some SCI21 games | Filippos Karapetis | |
This is used in LSL6 hires and SQ6. This initial implementation is hackish and only works in SQ6 (nothing is shown in LSL6) | |||
2012-06-07 | TOON: Move PathFindingHeap API to use int16 for x,y coordinates. | D G Turner | |
The internal x,y point representation was already changed to int16 anyway, so this just harmonises this with the external API (and with Common::Point which uses int16). | |||
2012-06-07 | AGOS: Fix compiling AGOS game engine, when AGOS2 is disabled. | Travis Howell | |
2012-06-07 | GOB: Hook up the Penetration minigame in the cheater | Sven Hesse | |
2012-06-07 | GOB: Handle Penetration shooting animations more cleverly | Sven Hesse | |
Still no bullets, though :P | |||
2012-06-07 | GOB: Better controls in Geisha's Penetration | Sven Hesse | |
You can actually move diagonally now | |||
2012-06-06 | SCUMM: Implement football2002 u32 opcode 1028 | Matthew Hoops | |
Scoreboard transitions now play | |||
2012-06-07 | GOB: Add a way to reopen currently opened IMD/VMD videos | Sven Hesse | |
This is a workaround for how Lost in Time behaves in combination with changes I made to the DataIO code for running Urban Runner on low-memory devices. Urban Runner's intro are far to big to have them copied into memory for these devices, so I made the DataIO code return a SafeSeekableSubReadStream into the opened archive stream instead. Unfortunately, Lost in Time might not close a video file when it closes the data file which it was originally in, especially when loading a saved game. Since the video player needs to be able to gaplessly continue a video and there does not, by itself, close the video if not requested by the scripts, this leads to reading out of an already closed stream in certain cases. So, to worka round this issues, the video player tries to reopen each currently opened video after a data archive was closed, to make sure that that video is still available. If not, the video is closed. | |||
2012-06-06 | GOB: Add the original broken German as comments | Sven Hesse | |
2012-06-06 | GOB: Draw info texts in Penetration | Sven Hesse | |
The German strings have been changed from the original, to fix the horribly broken German. Someone should probably check the Italian and Spanish strings too. | |||
2012-06-06 | GOB: Set Penetration floor palettes and fade in/out | Sven Hesse | |
2012-06-06 | GOB: Implement exiting floors | Sven Hesse | |
2012-06-06 | GOB: Clean up the Penetration map handling a bit | Sven Hesse | |
2012-06-06 | GOB: Implement Penetration submarine shooting and dying | Sven Hesse | |
Shots don't result in bullets yet, though | |||
2012-06-06 | GOB: const correctness | Sven Hesse | |
2012-06-05 | SWORD1: Use _missingSubTitleStr when asking for an out of bound textId | Thierry Crozat | |
It was using textId 0, which is not the subtitle we want anyway. So instead of using the wrong subtitle, it is probably better to not display a subtitle at all. A test case for this is with the demo when using non-english language as several subtitles are missing toward the end. | |||
2012-06-05 | SWORD1: Fix crash in demo when using French subtitles | Thierry Crozat | |
2012-06-05 | SCUMM: Show an error dialog when trying to run puttzoo ios lite | Matthew Hoops | |
The lite version contains the full game and we will not support it due to potential piracy. | |||
2012-06-05 | GOB: Implement health gain/loss for mouths | Sven Hesse | |
2012-06-05 | GOB: Play sounds for mouths and shields in Penetration | Sven Hesse | |
2012-06-05 | GOB: Animate mouths in Geisha's Penetration | Sven Hesse | |
2012-06-05 | DREAMWEB: Modify Sound code to better match original behaviour. | D G Turner | |
This fixes bug #3531635 - "DREAMWEB: doors don't play "open" sound when opening". In addition, the resultant code is simpler and should better match the original behaviour and a basic playtest has not shown any regressions. | |||
2012-06-04 | COMMON: Merge of pull request #240, coroutine code cleanup | Paul Gilbert | |
2012-06-03 | GOB: Fix invalid reads in Geisha's minigames | Sven Hesse | |
2012-06-03 | GOB: Remove unnecessary include | Sven Hesse | |
A remnant of when we were still doing dithering color LUT creation at startup | |||
2012-06-03 | GOB: Consume shields in Penetration | Sven Hesse | |
2012-06-03 | GOB: Limit Penetration movement to walkable tiles | Sven Hesse | |
2012-06-03 | ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" ↵ | Johannes Schickel | |
logic. All uses of the old target scale API actually wanted to disallow scaling of the mouse cursor. This commit adapts our API to this and thus simplifies backend implementations. Some backends, most notable the Wii and Android, did some implementation of the cursor target scale, which I didn't adapt yet. I added a TODO for the porters there. | |||
2012-06-03 | GOB: Display the Penetration submarine | Sven Hesse | |
2012-06-03 | GOB: Draw the Penetration map and do basic movement | Sven Hesse | |
2012-06-03 | GOB: Draw the map in a separate surface | Sven Hesse | |
Still hidden for now. | |||
2012-06-02 | DREAMWEB: Modify sound code to prevent missing sound effects. | D G Turner | |
This should fix bug #3528164 "DREAMWEB: missing sound effects/music cues during main title" by preventing repeated calls of SFX id 12 being lost if the next call is made before the sound handler has cleared the previous one. | |||
2012-06-02 | GOB: Draw the shield and health meters in Penetration | Sven Hesse | |
2012-06-02 | GOB: Add animation handling frame to Penetration | Sven Hesse | |
2012-06-02 | GOB: Correctly name the Penetration script variables | Sven Hesse | |
2012-06-02 | SCI32: Implement GetConfig("language") | Lars Skovlund | |
2012-06-02 | DREAMWEB: Cleanup of debugging code and formatting in sound code. | D G Turner | |
This commit removes various temporary debugging output, cleans up some points of formatting and replaces some hexadecimal sizes and offsets with decimal for readability. | |||
2012-06-01 | SCUMM: Add debugInput opcode difference in Backyard Basketball. | Travis Howell | |
2012-05-31 | Merge pull request #241 from fingolfin/osx-spelling | Johannes Schickel | |
ALL: Correct spelling of "Mac OS X" in various places | |||
2012-05-31 | SCUMM: Change the nest.number default to zero in stopScript and ↵ | Travis Howell | |
stopObjectScript too. | |||
2012-05-31 | ALL: Correct spelling of "Mac OS X" in various places | Max Horn | |
2012-05-31 | DREAMWEB: Remove irrelevant additions in SFX id 62 usage. | D G Turner | |
2012-05-31 | DREAMWEB: Objectify Sound functions & data into DreamWebSound class. | D G Turner | |
This change should have no functional change, but makes the sound code more decoupled, modular and readable, prior to attempting a fix for bug #3528164 - "DREAMWEB: missing sound effects/music cues during main title". |