Age | Commit message (Collapse) | Author |
|
Canceled old character setFacing when a new one is issued during
the character rotation.
Bug #3611869: "TOON: Drew sometimes ends up stuck walking forever"
|
|
This was needed due to the unecessary protected shadow variable
hiding the Engine superclass _system member variable.
|
|
|
|
These were exposed by assertions from Common::Array usage.
|
|
|
|
This harmonises the usage with Common::Point.
|
|
|
|
This harmonises the usage with Common::Point.
|
|
find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
|
|
Thanks to Sylvain for testing.
|
|
|
|
Bug #3307195: "TOON: Two instances of Flux Wildly"
|
|
|
|
Some backends may break as I only compiled SDL
|
|
|
|
Maybe caused random crashes on reading invalid memory
|
|
|
|
|
|
In the castle, Drew disappeared if you clicked twice on the closed door.
svn-id: r55649
|
|
Bug #3124518: "TOON: loss of inventory items in Bricabrac's machine room"
Was caused by recursive walkTo that were not canceling out.
svn-id: r55641
|
|
Use direct line path if possible
Smooth facing direction to avoid flickering (entering zanidu shuttle for example)
Fix possible lockups
svn-id: r55624
|
|
This was a regression in r54223, and it's the most direct fix I can
think of. The problem seems to be that sys_Cmd_Remove_Scene_Anim()
clears the character's _animationInstance while character::playAnim()
is waiting "for the character to be ready".
My fix was to treat _animationInstance NULL as another sign that the
wait is over, but maybe the real fix is for sys_Cmd_Remove_Scene_Anim()
to do more than just clear the variable, e.g. stop the script or
something like that?
svn-id: r54549
|
|
Smoothing direction changes. Still needs to be polished though.
svn-id: r54221
|
|
These corrections close a number of leaks in the Toon engine reported by running Valgrind with --leak-check=full option, but a few still remain.
svn-id: r54185
|
|
These corrections close a number of leaks in the Toon engine reported by running Valgrind with --leak-check=full option, but a significant number still remain.
svn-id: r54176
|
|
These corrections close a number of leaks in the Toon engine reported by running Valgrind with --leak-check=full option, but a significant number still remain.
svn-id: r54136
|
|
svn-id: r54011
|
|
A missing talk animation was started
svn-id: r53723
|
|
There was a conflict between the idle animation and the talk animation
in some cases (showing the chain anim & idle anim in the arcade)
svn-id: r53713
|
|
Bug #3089974: "TOON: Two Drews when exiting King's bedroom"
Bug #3086015: "TOON: Woof doesn't idle correctly"
Most talking animation bugs are fixed with this.
The mouse is now hidden when entering a room.
svn-id: r53706
|
|
Loading/Saving during runtime, Advanced Pausing,
Load savestate via launcher, RTL
svn-id: r53549
|
|
Added templates to MAX & MIN functions. Correct usage of OpcodeV2(instead of Opcode)
Match implementation with function definition. (int32 is not == int on all platforms)
svn-id: r53401
|
|
Several animations are not present for every Flux facing.
There is an hardcoded table to handle this.
svn-id: r53157
|
|
svn-id: r53151
|
|
svn-id: r53127
|
|
svn-id: r53118
|
|
svn-id: r53099
|
|
svn-id: r53098
|
|
svn-id: r53092
|
|
svn-id: r53089
|
|
svn-id: r53087
|