Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-01-06 | NEVERHOOD: Fix bug #6480 "NEVERHOOD: Car glitches" | johndoe123 | |
2014-01-06 | NEVERHOOD: Fix bug #6478 "NEVERHOOD: No footstep sounds" | johndoe123 | |
2014-01-06 | NEVERHOOD: Add mousewheel support to original save/load dialogs | Torbjörn Andersson | |
2014-01-06 | NEVERHOOD: Use constants for messages in a couple of places | Torbjörn Andersson | |
Ideally, we should always use constants of course. But I guess we don't yet have sensible names for all messages. | |||
2014-01-06 | NEVERHOOD: Fix bug #6479 - "NEVERHOOD: Radio shows the wrong picture at first" | Filippos Karapetis | |
2014-01-05 | NEVERHOOD: Simplify and document Module2800::createScene() | Filippos Karapetis | |
2014-01-05 | NEVERHOOD: Stop the background music when showing disk player | Torbjörn Andersson | |
This is consistent with all other disk players in the game. Only this one had it starting the music instead. Probably a typo. | |||
2014-01-02 | NEVERHOOD: Stop background sounds during credits (bug #6475) | Filippos Karapetis | |
2014-01-01 | NEVERHOOD: Fix the mouse cursor in scene 3, module 3000 (after bridge) | Filippos Karapetis | |
Color 255 should be white. Right now, this is a scene-specific workaround to avoid rechecking all scenes just for a glitch that happens in a specific scene. Many thanks to eriktorbjorn for figuring out that this is a palette issue, instead of a resource issue | |||
2013-12-28 | NEVERHOOD: Fix crash when playing uncompressed sounds | Torbjörn Andersson | |
This happened to me when (or shortly afterwards; I'm not quite sure) lighting the fuse on the TNT dummy. | |||
2013-12-28 | NEVERHOOD: Fix quitting via the menu (bug #6474) | Filippos Karapetis | |
2013-12-28 | NEVERHOOD: Close the game menu when pressing the Escape key | Filippos Karapetis | |
2013-12-28 | NEVERHOOD: Fix looping sounds (bug #6473) | Filippos Karapetis | |
Based on salty-horse's patch - thanks! | |||
2013-12-26 | NEVERHOOD: Add an option to scale the making of videos to full screen | Filippos Karapetis | |
2013-12-25 | NEVERHOOD: Move car to the correct position when entering a new scene | Filippos Karapetis | |
2013-12-25 | NEVERHOOD: Change more message values to enums | Filippos Karapetis | |
2013-12-25 | NEVERHOOD: Change more message values to enums | Filippos Karapetis | |
2013-12-23 | NEVERHOOD: Add names to some message IDs | Filippos Karapetis | |
2013-12-20 | NEVERHOOD: Allow skipping of the introductory credits with the space key | Filippos Karapetis | |
2013-12-20 | NEVERHOOD: Disable the fanmade Russian Fargus release for now | Filippos Karapetis | |
This version has broken resources that corrupt the heap (e.g. the menu header). | |||
2013-12-07 | NEVERHOOD: Add missing getDebugger() for engine API. | D G Turner | |
2013-11-26 | Merge pull request #375 from digitall/engineAutoPlug | Johannes Schickel | |
RFC: Pluggable Engines #2 (No Python, just evolution of current configure shell and make code) | |||
2013-11-24 | NEVERHOOD: Fix spacing errors | Strangerke | |
2013-11-24 | BUILD: Remove need for engine.mk in each engine directory. | D G Turner | |
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically. | |||
2013-11-24 | BUILD: Remove need for engine-plugin.h in engines. | D G Turner | |
This is now generated automatically by the configure script from the engine directory names. | |||
2013-11-24 | BUILD: Split engines/plugins_table header down to a file per engine. | D G Turner | |
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script. | |||
2013-11-24 | BUILD: Split engines.mk down to a single file per engine. | D G Turner | |
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine. | |||
2013-11-24 | BUILD: Split configure.engines down to a single file per engine. | D G Turner | |
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically. | |||
2013-11-03 | NEVERHOOD: Fix Klaymen's idle blinking animation in the teleporter | Filippos Karapetis | |
The wrong animation hash was used in stSitIdleTeleporterBlinkSecond() | |||
2013-11-03 | NEVERHOOD: Remove unused method drawShadowSurface() | Filippos Karapetis | |
2013-11-02 | NEVERHOOD: Move some Klaymen animations specific to scene 1002 | Filippos Karapetis | |
Also, reorganize some of the functions in modules/module1000_sprites.cpp | |||
2013-11-02 | NEVERHOOD: Really stop the radio music during the radio tower cutscene | Filippos Karapetis | |
2013-10-31 | NEVERHOOD: Fix bug #3615124 - "NEVERHOOD: Music from Credits continues to play" | Filippos Karapetis | |
2013-10-31 | NEVERHOOD: Add an option to skip the Hall of Records storyboard scenes | Filippos Karapetis | |
Quoting from the Neverhood wiki: "The Hall of Records is considered to be one of the longest and most tedious elements of the Neverhood, and takes approximately nine to ten minutes to walk through". This option allows the player to just skip past all of these tedious storyboard scenes | |||
2013-10-19 | NEVERHOOD: Fixes for museum walls in Russian version | Eugene Sandulenko | |
2013-10-17 | NEVERHOOD: Another fix for Russian version | Eugene Sandulenko | |
2013-10-10 | NEVERHOOD: Fixes for Russian versions | Eugene Sandulenko | |
2013-10-07 | NEVERHOOD: Correctly disable input when Klaymen drinks the wrong potion | Filippos Karapetis | |
2013-10-06 | NEVERHOOD: Move more scene-specific Klaymen animations to their scenes | Filippos Karapetis | |
2013-10-06 | NEVERHOOD: Move more scene-specific Klaymen animations to their scenes | Filippos Karapetis | |
2013-10-06 | NEVERHOOD: Move more scene-specific Klaymen animations to their scenes | Filippos Karapetis | |
2013-10-06 | NEVERHOOD: Move module-specific Klaymen code to its respective module | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Move specialized Klaymen code for modules 1000 and 1100 | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Clean up some includes | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Split sprites from their scenes in modules 1000 and 1100 | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Split sprites from their scenes in module 1200 | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Split sprites from their scenes in modules 1300 and 1400 | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Split sprites from their scenes in module 1600 | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Split sprites from their scenes in modules 1700 and 1800 | Filippos Karapetis | |
This also reduces inter-header dependencies | |||
2013-10-05 | NEVERHOOD: Split sprites from their scenes in modules 2100 and 2200 | Filippos Karapetis | |
This also reduces inter-header dependencies |