Age | Commit message (Collapse) | Author |
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They now take in the size rather than the power of 2 exponent.
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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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This was introduced when the SceneObjectOffset enum was introduced
in commit 7090841ccc43c64d5a1d9058071ebccaf6b52fc2.
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Specify bootparam in form CTTTSSS, where C is chapter, TTT is set
and SSS is scene number. So, for RC02 it is 1016079.
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Rename CDFRAMES.DAT into CDFRAMES1.DAT, CDFRAMES2.DAT etc
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save methods update
replaced few char* with Common::String
changed few pointers to references
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Not yet used.
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Math cleanup
Fixed obstacle detection
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Fixed animation position update
Added goal & anim commands to console
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Fixed isseue of duplicating items in world
Fixed fog issue with incorrect rendering in special occasions
Added basic debugger console
Refactored looping code for better readability
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Some Coverity issues fixed
KIA script small fix to DNA evidences
Actor selection fixed (bounding box is correcly expanded)
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Fixed Runciter idle state
Fixed movement track delay
Basic combat support
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Code unification
Removed few memory leaks
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Code formatting
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Rename previously unnamed walking parameter 'interruptible'
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Crimes interface done
Suspects interface done
Added some game constants
Fixed font rendering for other languages
Fixed anoying clang warning
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Settings works
Help works
Clue database works
Fixed code for inserting objects into scene
Reorganization of few files
Unification & code formatting of few older files
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Added support for playing the game with different languages
Added Spanish language to detection tables
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This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
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added async walking
named some of the game flags & variables
renamed aesc to screen effects
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Audio mixer is supporting fading and pan animation
Added support for skipping speech by pressing Return
Added proper support for ambient sounds
Added more code to the dialogue menu
Added tooltips to the Spinner
Fixed calculation of volume and pan of walk steps
Code cleanup & formatting
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Rename the surfaces to more meaningful names and move ownership out
of the VQA classes. This means that the VQA classes no longer
create their own internal surfaces but instead draw on externally
provided surfaces.
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actors can be now partially illuminated (per slice), it iss visible in scene rc02 in the right part of the room
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