Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-12-25 | ZVISION: Attempt to load fallback fonts from fonts.dat | Cameron Cawley | |
2018-12-25 | WINTERMUTE: Attempt to load fallback fonts from fonts.dat | Cameron Cawley | |
2018-12-25 | BLADERUNNER: Remove setBlackColor (for internal font shadow emulation) | antoniou79 | |
2018-12-25 | BLADERUNNER: Remove fallback to internal font | antoniou79 | |
2018-12-25 | BLADERUNNER: Clear up old TODO in subtitles.cpp | antoniou79 | |
2018-12-25 | BLADERUNNER: Removed old fixes for internal TAHOMA18 | Thanasis Antoniou | |
2018-12-25 | BLADERUNNER: Removed redundant header inclusion | Thanasis Antoniou | |
2018-12-25 | BLADERUNNER: Fix conflict with outtakes.cpp | Thanasis Antoniou | |
2018-12-25 | BLADERUNNER: Override original FONT and TRE | Thanasis Antoniou | |
2018-12-25 | BLADERUNNER more comments on calculatePosition workings | Thanasis Antoniou | |
A bit of cleaning up of Subtitles::calculatePosition() method adding comments. | |||
2018-12-25 | BLADERUNNER: switch clause in fonts and style fixes | antoniou79 | |
2018-12-25 | BLADERUNNER: removed BLADERUNNER_SUBTITLES_EXTERNAL_FONT | antoniou79 | |
2018-12-25 | BLADERUNNER: SUBTITLES.MIX pack support | antoniou79 | |
2018-12-25 | BLADERUNNER: setSubtitlesEnabled also calls synchSoundSettings | Thanasis Antoniou | |
2018-12-25 | BLADERUNNER: Removed compile time macros, added synch with GUI | Thanasis Antoniou | |
2018-12-25 | BLADERUNNER: Added subtitles support and checkbox in KIA | Thanasis Antoniou | |
2018-12-25 | SCI: Fix Robot bounding box calculation | Lars Skovlund | |
Fixes bug #10700, at least partially. | |||
2018-12-25 | SCI32: Fix QFG4 tarot readings | Vhati | |
Fixes incorrect cards and placement, bugs #10822, #10823, #10824, #10845, and #10846 | |||
2018-12-24 | BLADERUNNER: Fixed item rotation | Peter Kohaut | |
Item's angle was not update after chaning "facing". Police maze targets are now rotated correct way. Added debug logging for the police maze tracts. | |||
2018-12-23 | SCI: Fix the wording in some patch comments | Filippos Karapetis | |
2018-12-23 | TITANIC: Silence an MSVC false positive about an uninitialized variable | Filippos Karapetis | |
2018-12-23 | SLUDGE: Fix a potentially uninitialized variable | Filippos Karapetis | |
Variable "n" was not initialized if "stillToGo" was non-zero | |||
2018-12-23 | FULLPIPE: Silence a false positive warning in MSVC | Filippos Karapetis | |
MSVC complained about a potentially uninitialized variable here | |||
2018-12-23 | DM: Fix class member naming, and silence some MSVC warnings | Filippos Karapetis | |
MSVC complained about some potentially uninitialized variables (false positives), as well as missing default cases in switch blocks | |||
2018-12-23 | SCI32: QFG4 Fix null scaler, climbing by monolith | Vhati | |
Fixes an exception casting Trigger after using grapnel, bug #10837 | |||
2018-12-23 | GRAPHICS: MACGUI: Make use of Common::String::format (#1454) | Cameron Cawley | |
2018-12-23 | SCI32: Fix QFG4CD Look Grate missing audio | sluicebox | |
Fixes a broken message due to wrong audio tuple, bug #10848 | |||
2018-12-22 | SCI: Fix LONGBOW Day 7 Tuck/Net scene, bug #10847 (#1457) | sluicebox | |
Fixes a bug in the original that plays a scene when it shouldn't | |||
2018-12-19 | GLK: FROTZ: Screen rendering after loading savegame from launcher | Paul Gilbert | |
2018-12-19 | ENGINES: Add GUIErrorMessageFormat to replace duplicated functions (#1455) | Cameron Cawley | |
2018-12-19 | SCI: Fix LONGBOW day 5/6 castle rescue logic bugs (#1453) | sluicebox | |
Fixes several related script bugs involving the castle rescue. bug #10839 | |||
2018-12-19 | SCI32: Fix QFG4 inventory leaks across restarts (#1440) | Vhati | |
Fixes item properties that weren't getting reset, bug #10768 | |||
2018-12-18 | GLK: FROTZ: Janitorial fixes | Paul Gilbert | |
2018-12-18 | GLK: FROTZ: Fix rerender after loading Beyond Zork savegames | Paul Gilbert | |
2018-12-18 | GLK: More descriptive font loading error messages | Paul Gilbert | |
2018-12-19 | BLADERUNNER: Actually use normalized chapter number in the 'scene' command | Eugene Sandulenko | |
2018-12-19 | BLADERUNNER: Implemented sanity checks in the 'scene' debugger command | Eugene Sandulenko | |
2018-12-19 | BLADERUNNER: Print scene name in 'scene' debug command | Eugene Sandulenko | |
2018-12-19 | BLADERUNNER: Enhanced 'scene' debugger command | Eugene Sandulenko | |
2018-12-18 | JANITORIAL: Whitespace fixes | Eugene Sandulenko | |
2018-12-17 | SHERLOCK: Speed up other cutscenes to better match the original | Paul Gilbert | |
2018-12-17 | GLK: FROTZ: Remove need for new font style for Runic font | Paul Gilbert | |
2018-12-17 | GLK: FROTZ: Use the Noto runic font for runes | Torbjörn Andersson | |
We already bundle other Noto fonts in the font.dat file, so using further Noto fonts makes sense to me. Also, map upper-case letters to lower-case runes since there are versions of Beyond Zork that uses that. (The version I played many years ago did, and it looked very strange. The version I tested with now did not, probably for that very reason. So that part is untested for now.) | |||
2018-12-17 | GLK: FROTZ: Map runic characters to Unicode | Torbjörn Andersson | |
This does not actually work, because we currently do not have any font that supports the Unicode Runic block. But there are free fonts that do (Junicode, for instance), so it may still be possible to do this. | |||
2018-12-17 | BLADERUNNER: Rect -> RectFloat | Eugene Sandulenko | |
2018-12-17 | SCI32: Simplify GK1 ego speed script patch (#1450) | sluicebox | |
2018-12-17 | WIN32: Move all ARRAYSIZE undefs to util.h | SupSuper | |
Instead of trying to undefine ARRAYSIZE everywhere we use a Windows header, let's just do it before we define our own | |||
2018-12-16 | SCI32: Fix QFG4 iron safe room doors (#1443) | Vhati | |
Fixes mixed up oiled flags and east door sending hero west, bug #10829 | |||
2018-12-16 | SCI32: Fix QFG4 town gate after a staff dream (#1441) | Vhati | |
Fixes hero getting stuck due to inactive nightfall detection, bug #10830 | |||
2018-12-15 | SHERLOCK: Fix computer aim in Serrated Scalpel's darts game | Torbjörn Andersson | |
The computer opponent always aims for the bullseye as long as he needs more than 50 points. After that, he's supposed to aim for the closest score to what he needs to win. But this coordinate was never used, and the computer player would always aim at the same spot outside of the dart board. This, of course, made it practically impossible for it to beat you. This commit fixes that. I thought at first that this fix wasn't quite right, because the computer won't always hit the score he aims for even if you remove the random inaccuracy from its aim. But I think it still hits near the intended target, so maybe this is good enough? |