Age | Commit message (Collapse) | Author |
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svn-id: r55098
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svn-id: r54385
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svn-id: r54047
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svn-id: r54038
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svn-id: r54035
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svn-id: r51239
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indicated by setting the high bit of frame numbers
svn-id: r50638
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svn-id: r50524
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sub-surface - this will make it easier to clip sprites to within the drawable area
svn-id: r50523
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svn-id: r50314
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svn-id: r50177
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svn-id: r50176
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svn-id: r50175
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index of 0 wasn't correct, since some sprites need that index
svn-id: r50070
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message not to appear in the first intro scene
svn-id: r49801
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svn-id: r49643
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sequence scene now displays correctly
svn-id: r49604
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svn-id: r49596
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and used sprites when an animation sequence ends
svn-id: r49566
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MadsAnimation class, rather than the older AAFile skeleton class
svn-id: r49478
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as specified in a scene's resources
svn-id: r49409
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scene loading code
svn-id: r49405
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svn-id: r49286
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svn-id: r49150
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svn-id: r48586
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svn-id: r48405
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svn-id: r48404
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svn-id: r48403
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svn-id: r48256
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svn-id: r48039
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This will be cleaner then having checks everywhere for whether the game mode is MADS or M4.
svn-id: r47705
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svn-id: r47541
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svn-id: r47393
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svn-id: r46338
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dialogs.cpp shadowing it. Actually, the function doesn't seem to be used
anywhere at the moment, but perhaps someone has future plans for it?
svn-id: r46331
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svn-id: r46279
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like 'while(cond);' by inserting newlines
svn-id: r36127
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svn-id: r35648
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in class String it is used for a bool property)
svn-id: r32733
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svn-id: r31600
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