Age | Commit message (Collapse) | Author |
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This was blocking progress under linux...
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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Conflicts:
engines/tsage/ringworld_scenes1.cpp
engines/tsage/ringworld_scenes5.cpp
engines/tsage/tsage.h
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proper named methods
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the screen
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hitting sunflowers
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SceneManager::_sceneNumber
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This fix the blocking problem in scene 60.
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the assassin)
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the evasion.
Also add some comments in scene postInit in order to clarify the different actions available
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still broken.
Also move some display() to display2() for consistency with the rest of the scenes in group1
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The problem is the original game presumed that rendering a single frame would take at least 10 ticks (at 60Hz). Since the ScummVM renders it faster than then, the cutscene wasn't working. A new 'ProbeMover' class has been created to ensure the probe shrinking keeps correct pace with the probe's movement.
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This fixes a problem in the title screen where the game title briefly appeared at full size.
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This is mimicking the original engine, which breaks the entire game into groups of scenes
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