Age | Commit message (Collapse) | Author |
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and used sprites when an animation sequence ends
svn-id: r49566
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cutscene now starts up
svn-id: r49480
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svn-id: r49479
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MadsAnimation class, rather than the older AAFile skeleton class
svn-id: r49478
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class - this fixes a bug where resources were still being tossed after the resource manager was destroyed
svn-id: r49476
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svn-id: r49448
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albeit in the wrong place
svn-id: r49437
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svn-id: r49436
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added fragment to destroy an active animation when it's finished animating
svn-id: r49434
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svn-id: r49427
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also necessitated changing the sprite list code
svn-id: r49426
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svn-id: r49412
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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: r49352
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svn-id: r49350
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svn-id: r49347
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svn-id: r49287
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svn-id: r49286
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svn-id: r49229
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svn-id: r49211
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svn-id: r49209
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svn-id: r49180
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svn-id: r49150
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svn-id: r49057
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svn-id: r49045
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svn-id: r49035
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of kernel message display
svn-id: r49034
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svn-id: r48936
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svn-id: r48935
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These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.
svn-id: r48934
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This greatly reduces indirect dependencies on several header files
from common.
svn-id: r48933
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svn-id: r48905
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crash on my computer any more. (It doesn't do much interesting either.)
svn-id: r48892
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bugfixes for the sequence list methods
svn-id: r48875
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svn-id: r48821
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to match those of the original engine, based on the contents of various in-game error messages
svn-id: r48816
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svn-id: r48776
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by two different class hierarchies that can't share a common ancestor class
svn-id: r48763
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svn-id: r48637
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svn-id: r48635
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svn-id: r48586
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svn-id: r48457
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svn-id: r48411
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code
svn-id: r48410
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svn-id: r48409
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and Shift
svn-id: r48408
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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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