Age | Commit message (Collapse) | Author |
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This reduces the code duplication in all client code, which formerly duplicated
the querying of the plugin, game id etc. and now simply calls the newly added
method runModalWithCurrentTarget() on a SaveLoadChooser object.
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We already pass the title and process button name to the constructor of
SaveLoadChooser and then do not offer any way of changing it, thus changing
the edit mode of the chooser is kind of pointless and was never actually used.
Instead we pass the mode on SaveLoadChooser construction now.
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This will be the first half of properly handling on screen dirty rects.
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This reverts commit f69dfba21a5d4be8cc60a20a0dd0628717fa5373.
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This should help improve performance when scalers are being used.
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This makes the name match with the name of the STL function with the same
behavior.
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2 as well
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This fixes a problem with Blue Force savegames in that they were being
loaded too early, and being destroyed as the game scene was then loaded.
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This matches the casing of the original engine name.
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Method associated was actually the standard getVisage method
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separate sub-folderes
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implementation of Scene 100 (Title Screen)
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Ringworld demo scene creation to it's own game class
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maintained between scenes
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serialiser -> serializer
synchronise -> synchronize
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Savegames from revisions bf9b98f and 4f70162d are now version 2 savegames
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hitting sunflowers
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SceneManager::_sceneNumber
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Note that this undoes the recent compilation fix for GCC, since it didn't work. For now, used an explicit void ** conversion as previously suggested.
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of Scene #1400
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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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