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2016-04-13WAGE: More auxiliary methods to MacWindow classEugene Sandulenko
2016-04-13WAGE: Stub for MacWindow classEugene Sandulenko
2016-04-12DRASCULA: Fix cursor visibility during animation at start of chapter 6Thierry Crozat
Here we transition from an animation at end of chapter 5 to another animation at start of chapter 6. Usually the cursor is hidden when performing the action that triggers the animation. But here there is no action to trigger it and the cursor is made visible when starting a new chapter or entering a room (so between the two animations). So explicitly hide it at the start of this specific animation (and it gets shown again when we enter room 102 at the end of the animation).
2016-04-12NEWS: Add fix for inventory background in DrasculaThierry Crozat
2016-04-12DRASCULA: Fix wrong background for inventory in chapter 6Thierry Crozat
This was a regression from commit fa3d3e3 and this fixes part of bug #7113 DRASCULA: Serious sprite glitches. The original uses extraSurface to draw text in draw_abc() in the Spanish version while other languages use tableSurface. But in ScummVM this was changed to use tableSurface for all languages. However this caused an issue in chapter 6 when displaying the inventory has it is also using tableSurface, as it was for all languages in the original. While using the same surface works for other languages, in the Spanish version we get the wrong background in the inventory. Rather than revert to using extraSurface for drawing text which is a big change and impact all the chapters, I have opted to simply swap the usage of the tableSurface and extraSurface in chapter 6 for the Spanish version compared to the original engine. The changes therefore only impact chapter 6 and only the Spanish version. I played the chapter in full to check that it indeed works without causing adverse effects.
2016-04-12WAGE: Update game statusEugene Sandulenko
2016-04-12WAGE: Fix console redrawing when desktop is redrawnEugene Sandulenko
2016-04-12WAGE: Redraw scene on object move to match original.Eugene Sandulenko
Still buggy a bit
2016-04-12WAGE: Fix click target search orderEugene Sandulenko
2016-04-12WAGE: Fix object sorting. Fixes many glitchesEugene Sandulenko
2016-04-12GCW0: Attempt to fix README sectionsEugene Sandulenko
2016-04-12Merge pull request #715 from dudola/patch-1Johannes Schickel
GUI: Remove dummy FluidSynth Settings button from Edit Game
2016-04-11DRASCULA: Fix regression in subtitle display in Spanish versionThierry Crozat
This code was committed by mistake in the previous commit.
2016-04-11WAGE: Fix sorting of objects during moveEugene Sandulenko
2016-04-11I18N/DE: Reduce length of update check settingLothar Serra Mari
2016-04-11DRASCULA: Fix typo in variable nameThierry Crozat
2016-04-11NEWS/DE: Import missing SCI sectionLothar Serra Mari
2016-04-11NEWS: Import missing SCI sectionLothar Serra Mari
2016-04-11NEWS/DE: Mention Drascula fixesLothar Serra Mari
2016-04-11DRASCULA: Fix random crash when loading pendulum scene savegameThierry Crozat
When saving from the pendulum scene the curX and curY values are negative while the curWidth and curHeight values are unset. This causes random crashes as we may do an array out of bound access when enterRoom() is called at the end of the load.
2016-04-11DRASCULA: Rename variable to clarify its meaningThierry Crozat
2016-04-11DRASCULA: Fix color for Drascula at the end of chapter 5Thierry Crozat
I checked the original and the code in ScummVM and there is no call to talk_solo in chapter 4, while we indeed need to use the red color for all calls to talk_solo in chapter 5.
2016-04-11DRASCULA: Improve loading savegames in Pendulum sceneThierry Crozat
The previous fix only fixed the incomplete state when loading from the launcher. Now this is fixed when loading from the game as well. It also fixes loading a savegame from the first stage of the pendulum scene (when the protagonist is not visible) to any other scene in chapter 6. The protagonist was not made visible again when loading the savegame.
2016-04-10NEWS: Add fix for loading savegame in Drascula pendulum sceneThierry Crozat
2016-04-10DRASCULA: Fix loading games in room 102 when still chainedThierry Crozat
Room 102 has two states. The first one has an animation of a pendulum while the protagonist is chained to a table beneath it. The second state is after the protagonist free himself. In the second state the pendulum has stopped. When saving in the first state, loading the save game did not properly setup the pendulum animation causing graphic glitches. This fixes bug #7113 DRASCULA: Serious sprite glitches
2016-04-10GCW0: Disable triple buffering.Eugene Sandulenko
Too many artifacts. It is not possible with current ScummVM drawing approaches.
2016-04-10GCW0: Enable triple bufferingEugene Sandulenko
2016-04-10GCW0: Enable building with all scalers disabledEugene Sandulenko
2016-04-10GCW0: Clean up build scriptEugene Sandulenko
2016-04-10GCW0: Disable Timidity by defaultEugene Sandulenko
2016-04-10GCW0: GCW0 is fullscreen-only deviceEugene Sandulenko
2016-04-10ALL: Split SMALL_SCREEN_DEVICE into GUI_ENABLE_KEYSDIALOG and ↵Eugene Sandulenko
GUI_ONLY_FULLSCREEN
2016-04-10I18N: Regenerate translations.datEugene Sandulenko
2016-04-10I18N: Update Russian translationEugene Sandulenko
2016-04-10I18N: Update Ukrainian translationEugene Sandulenko
2016-04-10I18N: Update German translation fileLothar Serra Mari
2016-04-10UPDATES: Check that we're running in a bundle, and skip Sparkle ↵Eugene Sandulenko
initialization otherwise This was leading to an unhandled exception within Sparkle code which was hanging the application. This feature is good only for development purposes, as convenient users are supposed to run ScummVM from the supplied bundle.
2016-04-10UPDATES: Use new constants for MacOS X 10.10Eugene Sandulenko
2016-04-10UPDATES: Plug memory leakEugene Sandulenko
2016-04-09UPDATES: Fix interval normalizationThierry Crozat
When given a valid value the normalization was returning the next valid value instead of returning the given one. This caused for example the interval to be changed each time we opened the options (and thus check to be automatically activated the first time the options were accessed).
2016-04-09I18N: Regenerate translations data fileThierry Crozat
2016-04-09I18N: Update Hungarian translation (patch #1648)Thierry Crozat
2016-04-09I18N: Update French translationThierry Crozat
2016-04-09I18N: Escape quotes in German translationThierry Crozat
Unescaped quotes cause the string to be truncated.
2016-04-09SHERLOCK: RT: Fix crasah showing items to Rose HanchemPaul Gilbert
2016-04-09UPDATES: Implemented method getLastUpdateCheckTimeAndDate()Eugene Sandulenko
Currently it uses methods and constants deprecated in 10.10. 10.10+ -specific code will follow
2016-04-09NEWS: Add fix in drascula for character walking off screenThierry Crozat
2016-04-09DRASCULA: Fix character walking off screenThierry Crozat
There was an unhandled case in chapter 2 when the character is at the exact Y location and close to the X location to where we asked him to walk. The code started the walk but without properly setting the curDirection and trackProtagonist variables. This resulted in the walk never stopping. I checked what the original source code is doing for this case and implemented it in the same way: the character does not start walking. This fixes bug #7112: DRASCULA: protagonist walking off the screen
2016-04-09UPDATES: Fix appcast URLEugene Sandulenko
2016-04-09UPDATES: Specify version for manual Sparkle downloadEugene Sandulenko