Improve return to title screen (F12) and fix some bugs #651

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merged 9 commits into from Nov 25, 2015

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@Zegeri
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Zegeri commented Nov 23, 2015

Fixes #426
Fixes #449
Fixes #620
Fixes a crash when pressing F12 if the player was runned with --load-game-id or --new-game
Fixes a bug where event 121 in map 4 of Monigote Fantasy would start during the opening cutscene. Kudos to Ghabry, his event tracer has been very useful for this.

Zegeri added some commits Nov 9, 2015
@Zegeri Zegeri Apply tile substitution in lower layer when calculating Z values c2d6a5c
@Zegeri Zegeri Optimize screen effects drawing
Screen::Draw copies the whole display surface apply changes to it and then replaces the surface with its copy (even if there are no screen effects).  Now it modifies the display surface directly like other drawable objects.
1da0a5a
@Zegeri Zegeri Remove unsafe deletion of drawable objects at Graphics::Quit
Graphics::Quit deletes all the objects pointed in state and
global_state. This might cause an invalidation of the iterator in use
through RemoveDrawable and a double free corruption. Only Output's
MessageOverlay isn't deleted at that point.
3a07093
@Zegeri Zegeri Remove the map update just before teleporting
Only the commands of the event with the teleport should be executed. The
parallel event case is already handled correctly since 103fe30. If the
event isn't parallel, it should resume when
Scene_Map::FinishTeleportPlayer is called.
9be7bb1
@Zegeri Zegeri Reset game data when returning to title screen (pressing F12)
Also remove an unnecesary call to Player::CreateGameObjects when loading
a save file.
af11113
@Zegeri Zegeri Do not update the title screen too soon after pressing the F12 key f73559e
@Zegeri Zegeri Reset system font in Player::CreateGameObjects if it was modified
b707db9
@Zegeri Zegeri Fix scene transition while in a graphic transition
c97182b
@Ghabry
Ghabry commented on 1da0a5a Nov 24, 2015

I'm quite certain this didn't work for a few screen effects, but maybe got resolved in the meanwhile. Tested both Tone and saturation?

Owner

It works well with both tone and saturation effects in all tests I've done.

@Zegeri Zegeri Block Self-movements if the interpreter has runned (fixes #650)
ce1e7c9
@Ghabry Ghabry merged commit ab2609d into EasyRPG:master Nov 25, 2015

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