Age | Commit message (Collapse) | Author |
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Added dirty rects
Reduced the max FPS from 60 to 30
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Conflicts:
backends/platform/wii/osystem_gfx.cpp
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Saving is pointless and loading doesn't work right. Unless it's
really easy, making quick load work from the main menu is hardly
worth it, since it has a perfectly usable load button already.
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PAK files were not being unloaded because closePackage() was being
called with a slightly different file name than than openPackage().
svn-id: r55878
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This avoids hiding an overloaded virtual method, which in turn can
cause weird bugs (see also the next commit).
svn-id: r55815
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svn-id: r55806
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scheduling.
This should ensure that CPU usage is not pegged at 100%.
svn-id: r55790
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svn-id: r55787
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Prevents the game from using 100% CPU?
svn-id: r55786
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svn-id: r55773
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Caps'ed the filenames, even if it should not matter normally
svn-id: r55714
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In some rare cases, Drew position is outside the valid area.
Made sure it does not crash in these cases.
svn-id: r55655
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Rewrote the Z-order management, it's now very close to the original code
svn-id: r55650
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- In fade out when leaving certain rooms
- When loading a game in a cutaway/closeup state
svn-id: r55625
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Use direct line path if possible
Smooth facing direction to avoid flickering (entering zanidu shuttle for example)
Fix possible lockups
svn-id: r55624
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Was disabled when some sticky keyboard flags were activated
svn-id: r55617
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Bug #3166570: "TOON: Wrong mouse-cursor for Item "Book-Enigma"
svn-id: r55616
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game hotkeys
Fixes bug #3166522 at engine level (fix 2/2)
svn-id: r55568
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svn-id: r55408
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This was mainly due to _mouseX, which along with the associated variables was not defined until the first mouse event. This was detected by Valgrind.
svn-id: r55402
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svn-id: r55401
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svn-id: r55400
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svn-id: r55054
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Bug #3089974: "TOON: Game freezes in act 2 when thrown to the prison"
Wrong pointer increment in conversation process code.
svn-id: r55047
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svn-id: r54385
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svn-id: r54355
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Mainly leaks in audio and animations
svn-id: r54223
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svn-id: r54222
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Smoothing direction changes. Still needs to be polished though.
svn-id: r54221
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svn-id: r54219
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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
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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
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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
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svn-id: r54130
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svn-id: r54129
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svn-id: r54128
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These corrections close a number of leaks in the Toon engine reported by running Valgrind with --leak-check=full option.
svn-id: r54127
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Since Toon uses Debug Channels, this allows for the interactive setting of debugflags as well as providing a base for adding further debugging commands.
However, the hotkey for this is currently disabled as it causes a segfault. Not sure why.
svn-id: r54123
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This is a first step towards getting rid of all uses of regular printf,
fprintf, vprintf, vfprintf, puts, fputs, etc. in our codebase.
The name format() reflects the purpose of the function, and parallels
String.format() in Java, boost::format, and others.
svn-id: r54004
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Caused crashs when exiting when a sfx or voice was still playing
Bug found by Thomas
svn-id: r53928
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For example used in arcade playing sounds, lullaby music,
toilet game win sound effects...
svn-id: r53834
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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
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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
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svn-id: r53550
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Loading/Saving during runtime, Advanced Pausing,
Load savestate via launcher, RTL
svn-id: r53549
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As specified in the hotkeys screen (music,dialog,sound,text on/off)
Sounds are still played but with a volume = 0 (for timing issues)
svn-id: r53545
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