Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-10-09 | CGE2: Add Script Workaround for Clothes Horse Carpet Bug. | D G Turner | |
This now allows the Carpet to be placed and removed from the Clothes Horse repeatedly, thus avoiding the dead-end when you do not beat the Carpet with the Racket on first attempt. This is bug Trac #6842. | |||
2017-12-03 | ALL: Remove obsolete register keyword | Colin Snover | |
The register keyword was deprecated from the C++11 standard, <http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2014/n4193.html#809>, and removed from the C++17 standard, <http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2015/n4340>, so cannot exist in a well-formed C++17 program. It has never done anything in GCC <https://gcc.gnu.org/ml/gcc/2010-05/msg00113.html> and because of the way it is specified in the standard, it is “as meaningful as whitespace” <http://www.drdobbs.com/keywords-that-arent-or-comments-by-anoth/184403859>. The one remaining use of the register keyword is in the DS backend, where it is used to create a local register variable using the non-standard GCC Extended Asm feature. Closes gh-1079. | |||
2014-10-28 | CGE2: Remove trailing whitespace | Filippos Karapetis | |
2014-10-10 | CGE2: Fix bug #6733. | uruk | |
The problem was that the engine used the SFX volume for later parts of speeches longer than one sound file. | |||
2014-08-13 | CGE2: Fix comparing _spr->file against null in runCommand(). | uruk | |
2014-08-03 | CGE2: Some more minor cleanup | Strangerke | |
2014-08-03 | CGE2: Add autosave functionality. | uruk | |
2014-07-29 | CGE2: Prevent the engine from entering an endless loop when loading. | uruk | |
Also remove CommandHandler::reset(), since it's not useful anymore. | |||
2014-07-29 | CGE2: Get rid of sndSetVolume() and connected code. | uruk | |
2014-07-29 | CGE2: Implement snCycle, add stub for Vga::rotate(). | uruk | |
2014-07-29 | CGE2: Implement snFlash(). | uruk | |
2014-07-28 | CGE2: Get rid of more unused variables. | uruk | |
2014-07-26 | CGE2: Make the debug channel of the opcodes more verbose. | uruk | |
2014-07-26 | CGE2: Implement debug console and add a debug channel for opcodes. | uruk | |
2014-07-24 | CGE2: Rearrange _commandText[]'s content. | uruk | |
2014-07-24 | CGE2: Remove kCmdDim and kCmdStep and connected code. | uruk | |
2014-07-24 | CGE2: Remove more unused opcodes. | uruk | |
2014-07-24 | CGE2: Remove the unused opcodes. | uruk | |
2014-07-24 | CGE2: Remove handling of unused opcodes. | uruk | |
2014-07-24 | CGE2: Implement snTrans() and snPort(). | uruk | |
2014-07-24 | CGE2: Distinguish SFX from speech when playing sounds. | uruk | |
Now the sound options of ScummVM are taken into account when playing these two types of sounds. Until now, everything was considered SFX sound. | |||
2014-07-22 | CGE2: Unstub CommandHandler::runCommand(). | uruk | |
2014-07-22 | CGE2: Add and use Sound::checkSoundHandle(). | uruk | |
2014-07-22 | CGE2: Fix error introduced by previous commit. | uruk | |
2014-07-22 | CGE2: Fix snSound(). | uruk | |
2014-07-22 | CGE2: Rename _commandStat to _soundStat. | uruk | |
2014-07-18 | CGE2: Rework snSetRef(). | uruk | |
2014-07-17 | CGE2: Fix memory leak regarding Sprite::ghost(). | uruk | |
uint8 *v = new uint8; was the faulty line in Sprite::ghost(), and it should be released right here. | |||
2014-07-15 | CGE2: Some rework in snail | Strangerke | |
2014-07-15 | CGE2: Implement snRoom(). | uruk | |
2014-07-15 | CGE2: Fix the intro animation. | uruk | |
2014-07-14 | CGE2: Unstub CommandHandler::reset(). | uruk | |
2014-07-07 | CGE2: Replace NULL with nullptr everywhere. | uruk | |
2014-07-04 | CGE2: Heavily rework memory management of Sprites. | uruk | |
Hopefully it will solve a bunch of memory leak problems. Now Spare is a central container, which stores pointers to every Sprite currently used by the engine. Because of that, there's no more need for Queue's clear(). In case of snKill(), it's just a safeguard, since it's only used by the engine to "kill" the speech bubbles, but we will check Spare anyway, so it's the safest this way. | |||
2014-06-25 | CGE2: Implement snMidi() | Strangerke | |
2014-06-24 | CGE2: Implement a couple of stubs | Strangerke | |
2014-06-23 | CGE2: Implement snSay(), reimplement some parts of the sound code. | uruk | |
2014-06-22 | CGE2: Remove useless variable declarations | Strangerke | |
2014-06-22 | CGE2: Implement snSwap(). | uruk | |
2014-06-22 | CGE2: Implement snGive() and snRmNear(). | uruk | |
2014-06-19 | CGE2: Implement snMouse(). | uruk | |
2014-06-18 | CGE2: Implement snKeep(). | uruk | |
Now the inventory system is (at least partially) working. | |||
2014-06-18 | CGE2: Implement functions connected to inventory handling. | uruk | |
Also move closePocket() closer to the others and fix the stub message in busy(). | |||
2014-06-18 | CGE2: Fix coords of misplaced speech bubbles. | uruk | |
The origin of the bug is that when we added the command (triggered by a mouse-click on a sprite) to display a speech bubble we checked the command's reference wrong and didn't bind (by modifying the reference) the bubble to a certain hero. So they just appeared randomly above the sprites what triggered the event, or even in worse places. | |||
2014-06-17 | CGE2: Implement switching between scenes. | uruk | |
Minor modification in Spare again to do so. | |||
2014-06-15 | CGE2: Rework show() and hide() in Bitmap to use V2Ds as parameters. | uruk | |
2014-06-15 | CGE2: Rename caves to scenes. | uruk | |
2014-06-14 | CGE2: Implement snWalk(). | uruk | |
2014-06-14 | CGE2: Implement snReach() and connected functions. | uruk | |
2014-06-13 | CGE2: Rename setCave() to setScene(). | uruk | |