Age | Commit message (Collapse) | Author |
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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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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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