Age | Commit message (Collapse) | Author |
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master
Conflicts:
backends/platform/android/android.cpp
engines/sci/graphics/screen.cpp
engines/sci/graphics/transitions.cpp
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This stops the location save code from walking off the end of _rifBoxesFlags
due to _numRifBoxes being invalid.
Fix for bug #3183934 ("TOON: Crash on save").
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Fix for bug #3183943 ("TOON: No speech and no text").
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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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svn-id: r55850
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svn-id: r55818
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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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This glitch occured in the original interpreter and is probably due an encoding error of 209_1M.SMK.
svn-id: r55798
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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: r55777
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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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- Can't skip the videos with left button anymore, now the Nefarius video on the
TV is played normally and not skipped.
- Last video playback 2x too big in height.
svn-id: r55662
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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 the castle, Drew disappeared if you clicked twice on the closed door.
svn-id: r55649
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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
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Drew does not disappear anymore in the barn when filling his can.
Slowed down the talk animations a bit
svn-id: r55626
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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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Bug #3166533: "TOON: crashes when leaving room"
svn-id: r55621
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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: r55479
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svn-id: r55473
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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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Bug #3153351: "TOON: Drew vanishes when fixing churnatron"
Made sure the scale is never zero.
svn-id: r55399
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svn-id: r55398
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Thanks to clone2727 ;)
svn-id: r55396
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Handle manually 2x scaling when it is needed now.
svn-id: r55393
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svn-id: r55057
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Some mask line drawings were writing outside the buffer.
svn-id: r55055
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svn-id: r55054
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Allows Flux to walk close to Drew if really needed to prevent total path block.
Prevents path finding if the character is out of the screen
svn-id: r55051
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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: r55042
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svn-id: r54927
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svn-id: r54815
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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
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