Age | Commit message (Collapse) | Author |
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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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svn-id: r54385
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svn-id: r54355
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svn-id: r54224
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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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svn-id: r54105
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Variable not initialized. Crashed when no sound effects were present in the room
(Bug fixed thanks to Thomas)
svn-id: r54076
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(Thanks to Thomas)
svn-id: r54075
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svn-id: r54031
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svn-id: r54011
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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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Fixed problems when the uncompressed is smaller than compressed size
Bug fix sent by Thomas
It also fixes Bug fix #3086004 : "TOON: Lights above WACME doors incorrect"
svn-id: r53908
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When the game was in a close up, cmd_Set_Mouse_Pos was setting
a out-of-window mouse position.
svn-id: r53866
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Used to rescale the knight animation when the knight
is moved around the room in Chapter 2
svn-id: r53865
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Happened when the flag 0x20 was set in Init_Scene_Anim
It says to use the background layer system
svn-id: r53836
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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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A missing talk animation was started
svn-id: r53723
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svn-id: r53720
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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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svn-id: r53710
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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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Bug #3085969: "TOON: Missing dialogue for Palace guards dance"
Bug #3085969: "TOON: Missing dialogue for Palace Guards sequence"
svn-id: r53543
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svn-id: r53542
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svn-id: r53541
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Bug #3085999: TOON: "Exiting inventory screen loop"
Now the events are fired on mouse down instead of on mouse up.
svn-id: r53540
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Bug #3086564: "TOON: Conversation freeze"
There was an error in hardcoded conversation flag function
Fixed also all endianess problems in conversations
svn-id: r53539
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Bug #3086000: "TOON: Magnifying glass cursor drawn incorrectly"
Zoom magnifier postprocess fx has been implemented
svn-id: r53529
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