Age | Commit message (Collapse) | Author |
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svn-id: r55850
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svn-id: r55806
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svn-id: r55685
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A memory leakage was traced down to a failure to call the engine destructor.
This was due to the engine directly calling OSystem quit() i.e. _system->quit(), rather than
just allowing engine::run() to return.
Have removed this code and implemented the changes required to allow graceful Quit/RTL to occur.
svn-id: r55583
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svn-id: r55581
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A warning occurs that the archive, Packet.001 has been added twice.
This is due to a hack to get the detector priority listing correct.
This fix prevents this causing a multiple add of the same archive.
svn-id: r55580
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svn-id: r55579
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svn-id: r55578
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svn-id: r55566
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Minor whitespace fixes as well.
svn-id: r55560
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svn-id: r54815
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svn-id: r54148
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This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).
The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.
svn-id: r54147
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svn-id: r54125
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Also fix some typos, and minor tweaks
svn-id: r54118
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svn-id: r53484
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svn-id: r53473
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This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.
Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.
svn-id: r53399
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svn-id: r53034
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The workaround is no longer needed since we provide the previously
missing track. It shouldn't break the game if you play from the CD
either, as the timing appears to be hardwired rather than keyed to
the music.
svn-id: r52866
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Otherwise buffered-up key presses can cause dialog to be skipped once
the player finally picks a conversation option.
svn-id: r52850
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If response() loads an image into backSurface, we need to restore the
conversation charset to it once we're done. This may very well fix a
few other similar bugs, but I haven't verified that.
svn-id: r52845
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When clicking outside of all inventory objects, the whichObject()
function would return 43, which is an invalid inventoryObjects[]
index. I think that's what caused it to crash for me. There are a
few other inventoryObjects[]-related changes as well.
svn-id: r52843
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svn-id: r51495
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svn-id: r50890
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svn-id: r50840
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svn-id: r49870
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Without this parameter mass detection gave tons of false alarms.
Use globbing for narrowing down the depth search.
svn-id: r49788
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svn-id: r49722
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Bug #2011470: "DRASCULA: slowdown when you hold mouse buttons" fixed
by changing right mouse semantic. Now the items menu showed on
button up instead mouse down like earlier.
svn-id: r49721
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Bug #2827166: "DRASCULA: Repeating conversations". It looked like
bug in original engine.
svn-id: r49720
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Bug #2827169: "DRASCULA: gfx glitch in pendulum room" fixed by
rearranging draw sequence.
svn-id: r49719
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svn-id: r49718
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svn-id: r49717
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svn-id: r49716
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svn-id: r49715
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svn-id: r49714
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Bug #2826608: "DRASCULA: Cursor GFX error" fixed by introducing
separate buffer for cursors. This also fixes the root cause of
the problem.
svn-id: r49713
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svn-id: r49712
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svn-id: r49711
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Bug #2826610: "DRASCULA: Graveyard GFX error". Actually it was fixed
by previous commit. Added more responsiveness for this animation.
svn-id: r49710
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svn-id: r49709
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svn-id: r49708
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Bug #2929931: "DRASCULA: Graphic Glitches". Cursor graphics was
not loaded at needed time.
svn-id: r49707
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svn-id: r49706
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Bug #2854303: "DRASCULA: Glitch when using cross on vampire guard".
Apparently during refactoring of animation-related code duplication
the conversion was incorrect. Rewrote relevant function.
svn-id: r49704
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svn-id: r49703
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