Age | Commit message (Collapse) | Author |
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the engine doesn't always allow the game to be paused, and some things (GUI,
movie cutscenes, credits, ...) are outside the main engine loop.
svn-id: r32232
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svn-id: r30667
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svn-id: r29865
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been updated.
svn-id: r28966
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svn-id: r27030
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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svn-id: r26205
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that these are stopped whenever the engine is going to do a mass killing of
game resources, e.g. when restoring or restarting the game. Should fix bug
#1645480. (This was a regression added during the rewrite to support DXA.)
svn-id: r25204
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svn-id: r23439
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recently added (cursor) palette manager) so that the cursor can be properly
restored after returning from the GUI.
If there's any C++ magic that can keep the backend functions from being called
by anything else than these managing classes, that would probably be a good
idea. Also, since the cursor manager keeps a copy of the cursor image, perhaps
there are at least some backends that will no longer need to?
svn-id: r22639
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That limit has been lifted from the SDL backend.
NOTE: This may cause problems in other backends!
svn-id: r22405
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less dependencies.
svn-id: r20741
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svn-id: r20659
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build_display -> screen
save_rest -> saveload
More to come, no doubt.
svn-id: r20651
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svn-id: r20582
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