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path: root/engines/sherlock/tattoo
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2015-08-12SHERLOCK: RT: Hook window/speech to ScummVM speech/subtitles settingPaul Gilbert
2015-08-11SHERLOCK: RT: Don't error out if a speech resource doesn't existPaul Gilbert
2015-08-10SHERLOCK: RT: Beginnings of speech codePaul Gilbert
2015-08-09SHERLOCK: RT: Fix for entering savegame in original saves dialogPaul Gilbert
2015-08-09SHERLOCK: Remove unused (and misspelled) variableTorbjörn Andersson
2015-08-09SHERLOCK: RT: Fix crash when clicking in inventory at start of gamePaul Gilbert
2015-08-09SHERLOCK: RT: Fix drawing last frame of animationsPaul Gilbert
2015-08-08SHERLOCK: RT: Fix display of scrollbar up/arrow arrowsPaul Gilbert
2015-08-08SHERLOCK: RT: Show the GMM if user clicks when credits are being displayedPaul Gilbert
2015-08-08SHERLOCK: RT: Fix loading savegames when credits are activePaul Gilbert
2015-08-08SHERLOCK: RT: Don't allow saving when credits are activePaul Gilbert
2015-08-08SHERLOCK: RT: Fixes for password entryPaul Gilbert
2015-08-08SHERLOCK: RT: Implementing password entry windowPaul Gilbert
2015-08-08SHERLOCK: RT: Implemented pickUpObjectPaul Gilbert
2015-08-07SHERLOCK: RT: Fix showing verbs with * prefixed target actionsPaul Gilbert
2015-08-07SHERLOCK: RT: Fix initialization of NPC descriptionsPaul Gilbert
2015-08-07SHERLOCK: RT: Fix display when characters have nothing to sayPaul Gilbert
2015-08-07SHERLOCK: RT: Fix cmdPlaySong opcodePaul Gilbert
2015-08-07SHERLOCK: RT: Fix incorrect entries in opcode method tablePaul Gilbert
2015-08-07SHERLOCK: RT: Fixes and cleanup for getting string params in opcodesPaul Gilbert
2015-08-07SHERLOCK: RT: Fix loading character graphics for the playerPaul Gilbert
2015-08-06SHERLOCK: RT: Fix NPC indexes in multiple opcodesPaul Gilbert
2015-08-06SHERLOCK: RT: Properly implement cmdWalkHolmesAndNPCToCoordsPaul Gilbert
2015-08-05SHERLOCK: RT: Added german fixed text listPaul Gilbert
2015-08-04SHERLOCK: RT: Properly wait for press when dart game endsPaul Gilbert
2015-08-04SHERLOCK: RT: Set up Escape key to automatically win darts gamePaul Gilbert
Unlike in Serrated Scalpel, the darts game can't be skipped, so there really needs to be a way to skip having to play it
2015-08-04SHERLOCK: RT: Fix using Escape in darts minigamePaul Gilbert
2015-08-03SHERLOCK: RT: Further fixes for darts minigamePaul Gilbert
2015-08-03SHERLOCK: RT: Fix throwing darts in darts minigamePaul Gilbert
2015-08-03SHERLOCK: RT: Fix initial display of dartboard minigamePaul Gilbert
2015-08-03SHERLOCK: RT: Fix GCC complaint about nullptr type castingPaul Gilbert
2015-08-03SHERLOCK: RT: Fix Coverity warningPaul Gilbert
2015-08-02SHERLOCK: RT: Minor differences in talk codePaul Gilbert
2015-08-02SHERLOCK: RT: Fix saving in the lab table scenePaul Gilbert
2015-08-02SHERLOCK: RT: Fix analysing solved FoolscapPaul Gilbert
2015-08-02SHERLOCK: RT: Fixes for Foolscap puzzlePaul Gilbert
2015-08-02SHERLOCK: RT: Rename hangman puzzle to foolscap puzzlePaul Gilbert
2015-08-02SHERLOCK: RT: Refactoring and cleanup for Foolscap puzzlePaul Gilbert
2015-08-02SHERLOCK: RT: Fix NPC initialization when they start walkingPaul Gilbert
2015-08-02SHERLOCK: RT: Implement Tattoo cmdCallTalkFilePaul Gilbert
2015-08-02SHERLOCK: RT: Fix NPC movement to original pos in pullNPCStackPaul Gilbert
2015-08-01SHERLOCK: RT: Fix setting default _lookPos in scrolled scenesPaul Gilbert
2015-07-31SHERLOCK: RT: Fix closing Verbs menu by clicking outside itPaul Gilbert
2015-07-31SHERLOCK: RT: Fix initialization of Watson's default talk filePaul Gilbert
2015-07-31SHERLOCK: RT: Mousing over an NPC overrides any bg object at the same placePaul Gilbert
2015-07-31SHERLOCK: RT: Implement inventory window scrollingPaul Gilbert
2015-07-31SHERLOCK: RT: Don't show inventory item tooltips on scrollbarPaul Gilbert
2015-07-31SHERLOCK: RT: Fix saving so Watson's walk sequences can be set on loadingPaul Gilbert
2015-07-31SHERLOCK: RT: Fix crash when scrollbar count equals page sizePaul Gilbert
2015-07-31SHERLOCK: RT: Fix inventory tooltips when in a scene with a maskPaul Gilbert
ScummVM simplifies tooltip handling by drawing tooltips directly to the screen surface. This works well in most cases, but in mask scenes, the screen is recopied at the end of rendering to apply the mask overlay, so the tooltip needs to be redrawn after again in order to be seen