Christian Krause
50f958e5c9
EMI: Make Lua_V2::PlayLoadedSound more robust
...
Don't abort() when EMI's LUA code calls PlayLoadedSound
with nil parameter.
2014-11-21 19:36:41 +01:00
Dries Harnie
c79d49b537
GRAPHICS: Add 'fullscreen_res' option
...
This option allows users to specify the exact resolution to use for
full-screen games. This (hopefully) allows users with dual- or
triple-monitor setups to choose where there game goes.
This option is either:
- "desktop" (default): use the current desktop resolution
- "WWWxHHH": use the specified resolution.
2014-11-17 20:51:22 +01:00
Dries Harnie
a8a1fd577b
GUI: Fullscreen checkbox enables/disables aspect ratio checkbox
2014-11-17 20:26:15 +01:00
Dries Harnie
d61102a136
GRAPHICS: Properly dispose of _frameBuffer/_subScreen
2014-11-17 20:05:07 +01:00
Dries Harnie
af46a7fe2b
GRAPHICS: Fix compilation and mouse scaling without OpenGL
2014-11-17 20:05:02 +01:00
Joel Teichroeb
f832487ce4
GRIM: Only check collision on setPos in EMI
...
Fixes #1115
2014-11-07 20:40:15 -08:00
Joel Teichroeb
c1f79333f7
Merge pull request #1117 from chkr-private/walk-fixes
...
GRIM/EMI: Handle special case in Actor::walkForward()
2014-11-05 18:39:31 -08:00
Joel Teichroeb
be6d868b16
Merge pull request #1118 from chkr-private/movie-fixes
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GRAPHICS: Reset GL's current color in drawDimPlane()
2014-11-05 18:38:52 -08:00
Christian Krause
1c43404192
GRAPHICS: Reset GL's current color in drawDimPlane()
...
Per convention, in residualvm the default GL current color
should be (1.0f, 1.0f, 1.0f). If a function changes the color,
it is required to reset it before returning.
This fixes the issue that some videos were not correctly displayed
until the next glColor call (e.g. when drawing the sub-titles) was
issued.
2014-11-05 20:59:56 +01:00
Christian Krause
268466bad6
GRIM/EMI: Handle special case in Actor::walkForward()
...
The walk chore of the monkey bot is simulating
a robotor-like walking style by setting _walkRate to
0.0f repeatedly. This prohibits walking forward
which results in stopping the walk chore eventually.
To avoid the walk chore in this case to stop, assume that
the actor has walked when calling Actor::walkForward() with
a _walkRate of 0.0f.
2014-11-04 21:01:33 +01:00
Pawel Kolodziejski
8b616ea590
GRIM: Fixes #1113
2014-11-02 13:37:19 +01:00
Dries Harnie
7ab623554e
Merge pull request #1100 from chkr-private/emi-sound-volume-fixes
...
EMI: sound volume fixes
2014-10-27 08:14:39 +01:00
Christian Krause
e8190af548
EMI: Set movie volume to SFX volume setting
...
- movies are played as kPlainSoundType
- set the kPlainSoundType volume to the same value as
the kSFXSoundType volume
2014-10-27 01:11:42 +01:00
Christian Krause
36b037c81d
EMI: Refactor conversion of sound volume values
...
- LUA code uses a range of 0 .. 100
- the LUA group volumes are in the range 25 .. 100, otherwise the sound
group is muted
- residualvm engine uses a range of 0 .. Audio::Mixer::kMaxChannelVolume
- do most of the conversion in lua_v2_sound.cpp
- most parts of the engine will solely use the engine internal range
- only when reading/writing the registry residualvm continues to use
a special conversion for compatibility with the volume settings
of the residualvm engine settings
- proper handling of volumes close to 0.0f in SoundTrack::updatePosition()
2014-10-27 01:10:29 +01:00
Joel Teichroeb
5ec5ba4389
Merge pull request #1108 from chkr-private/lava-puzzle-fixes
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Bug fixes for the lava puzzle
2014-10-21 13:45:25 -07:00
Christian Krause
0fe9168944
MATH: Don't normalize a (0, 0, 0, 0) quat
...
- this fixes the issue of the vanished boats in EMI's lava puzzle
- without the patch, the division by 0.0f causes the quat's values
to be NAN
- the floating point NAN value is ignored by OpenGL, so the vertices
are not drawn at all
2014-10-19 01:21:34 +02:00
Christian Krause
b8cef18377
GRIM/EMI: Check for collissions in setPos
...
- check for collissions in setPos(), too
- the boats in EMI's lava puzzle need collission handling,
but they are moved solely via putActorAt
2014-10-19 01:21:34 +02:00
Dries Harnie
09106956f9
JANITORIAL: Silence warnings for SDL_putenv
2014-10-16 00:16:39 +02:00
Dries Harnie
86a8ea3229
GRAPHICS: Support framebuffer-esque rendering for TinyGL
2014-10-16 00:16:12 +02:00
Dries Harnie
7dda0ef439
JANITORIAL: Code style fixes
2014-10-16 00:12:08 +02:00
Dries Harnie
4695d965a0
GRAPHICS: Spawn OpenGL test window off-screen
2014-10-16 00:12:08 +02:00
Dries Harnie
de4295da28
GRAPHICS: Dynamically find function pointers for framebuffers
2014-10-16 00:12:08 +02:00
Dries Harnie
7d6f63dfc6
GUI: Re-enable 'preserve aspect ratio' checkbox
2014-10-16 00:12:08 +02:00
Dries Harnie
44b6c63d36
GRAPHICS: Store _aspect_ratio setting as instance variable
2014-10-16 00:12:08 +02:00
Dries Harnie
f4d75d918a
GRAPHICS: Probe system for GL_EXT_framebuffer_object
...
And disable the framebuffer functionality if it is not supported.
2014-10-16 00:12:08 +02:00
Bastien Bouclet
2d9d0cc32d
GRAPHICS: Clear the extensions list before initializing it
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Graphics::initExtensions may now be called several times.
2014-10-16 00:12:08 +02:00
Bastien Bouclet
7a6d5fad0b
SDL: Use the desktop resolution for fullscreen when the engine supports it
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Conflicts:
backends/graphics/surfacesdl/surfacesdl-graphics.cpp
2014-10-16 00:12:08 +02:00
Bastien Bouclet
d8fe720ffe
ENGINE: Add an engine feature to indicate an engine can render to any resolution
2014-10-16 00:12:08 +02:00
Bastien Bouclet
ce5a954593
GRAPHICS: Scale the mouse coordinates when drawing to a framebuffer
2014-10-16 00:12:08 +02:00
Bastien Bouclet
61afd084ad
GRAPHICS: Make sure the game only knows the size that's available for it to draw
2014-10-16 00:12:08 +02:00
Bastien Bouclet
bd714dbe74
GRAPHICS: Draw the overlay above the game
2014-10-16 00:12:08 +02:00
Dries Harnie
aa5f398b1d
GRAPHICS: Do not use framebuffers in AmigaOS
2014-10-16 00:12:08 +02:00
Dries Harnie
15799c9cfe
JANITORIAL: Fix style issues
2014-10-16 00:12:07 +02:00
Dries Harnie
2ca075c3dc
GRAPHICS: Render to framebuffer [OpenGL]
2014-10-16 00:12:07 +02:00
Dries Harnie
b2bb6dc10d
GRAPHICS: Render to framebuffer [OpenGLS]
2014-10-16 00:12:07 +02:00
Dries Harnie
d7f37dd987
GRAPHICS: Allow guarded use of Graphics::Framebuffer
...
Raise an assertion if a framebuffer is requested without the correct
extension
2014-10-16 00:12:07 +02:00
Dries Harnie
64c3bbc553
GRAPHICS: Allow FrameBuffer to manage its own texture
2014-10-16 00:12:07 +02:00
Bastien Bouclet
9383f7a7bd
STARK: Read script arguments
2014-10-12 12:38:34 +02:00
Bastien Bouclet
63cf71ed9a
STARK; Refactor XRCNode to allow subclassing
2014-10-12 11:14:35 +02:00
Dries Harnie
26a37c1410
EMI: Reroute AttachActor/DetachActor to debug channel
2014-10-11 12:48:07 +02:00
Dries Harnie
0a73f11e9c
GRIM: Enable screenshot saving on ES2
2014-10-11 12:48:00 +02:00
Einar Johan Trøan Sømåen
66bcfa4ca6
EMI: Make the MD5-check for german EMI use CD1s VoiceAll.m4b
2014-10-07 12:13:41 +02:00
Bastien Bouclet
63f88fd167
STARK: Add a debug command allowing to list the game's rooms
2014-10-05 19:26:08 +02:00
Bastien Bouclet
ff9cd31820
STARK: Add a debug command allowing to print a script
2014-10-05 17:42:50 +02:00
Einar Johan Trøan Sømåen
f41d952635
EMI: Add MD5 verification for the english mac installer thanks to clone2727
2014-10-01 00:47:28 +02:00
Dries Harnie
06d077d00d
TINYGL: Rename glColor3fv to tglColor3fv
...
Linking TinyGL and OpenGL into the same binary could cause conflicts
because both have a glColor3fv function.
It is currently not used in ResidualVM, so it is safe to change this.
2014-09-28 12:14:44 +02:00
Bastien Bouclet
daf806f5fd
STARK: Fix the ADPCM decoder
2014-09-28 07:03:51 +02:00
Bastien Bouclet
13670d165e
STARK: Update the license headers
2014-09-28 07:03:51 +02:00
Pawel Kolodziejski
395cbe24d4
AMIGAOS4: replace package lha to zip
2014-09-27 19:05:27 +02:00
Bastien Bouclet
4afed48ddd
STARK: Switch to a modern style ADPCM decoder
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Still not working
2014-09-21 18:15:04 +02:00