Age | Commit message (Collapse) | Author |
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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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path finding is still missing
video player has audio preloading
small fixes
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updated vqa player udpate code
fixed some warnings
audio preloading still needs some work
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Game script are more readable now
Fixed name of Officer Leary
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fixed few memory leaks
fixed overflows
prepared more logic for looping but its not yet working correctly - still figuring out original code for vqadecoder
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CID 1364219
CID 1364223
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Fixes a couple of issues reported by valgrind and clang
sanitizers.
In particular, the initialization of Actor::_inCombat means that McCoy
no longer randomly has his gun out at the beginning of the game. In
SliceRenderer::drawInWorld, the assert of _sliceFramePtr has been
moved to after the call to setupFrameInWorld which is the method that
initializes the field. This misplaced assert caused the game to crash
for several people.
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and some formatting
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also added support for rendering items on screen (not in the world)
pickup effect can be tested in debug compilation by clicking on any object (not item, but object like, hydrant, or doors) in first scene
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used for pathfinding, fixed bug in searching for walkboxes
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