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Commits on Nov 11, 2016
  1. Editor: increased game's XML version

    ivan-mogilko committed Nov 11, 2016
Commits on Nov 9, 2016
  1. Renamed ScaleNativeResolution into RenderAtScreenResolution

    Also use named constants instead of literal ones and added more commentaries.
    ivan-mogilko committed Nov 8, 2016
Commits on Nov 6, 2016
  1. Merge pull request #370 from AlanDrake/feature--scalenativeresolution

    Feature  scalenativeresolution
    ivan-mogilko committed on GitHub Nov 6, 2016
  2. Renamed OPT_IGNORENATIVERES to OPT_SCALENATIVERES for consistency

    AlanDrake committed Nov 6, 2016
Commits on Nov 5, 2016
  1. AGS.Native: renamed load_old_game_dta_file() and added commentary

    ivan-mogilko committed Nov 5, 2016
  2. Merge branch 'release-3.4.0'

    Conflicts:
    	Common/core/def_version.h
    	Editor/AGS.Types/Properties/AssemblyInfo.cs
    	version.json
    ivan-mogilko committed Nov 5, 2016
  3. Added ScaleNativeResolution to game options

    updated according to pull review
    AlanDrake committed Nov 5, 2016
Commits on Nov 4, 2016
  1. Editor: rised DEFAULT_SCRIPT_API to the latest version

    ivan-mogilko committed Nov 4, 2016
Commits on Nov 2, 2016
  1. Changes.txt: update for 3.4.0 patch 1

    ivan-mogilko committed Nov 2, 2016
  2. Manual: corrections for Character.SetLightLevel article

    ivan-mogilko committed Nov 2, 2016
Commits on Oct 30, 2016
Commits on Oct 29, 2016
  1. Engine: D3D semplified draw coords calculations

    matOrtho is now based on the actual native resolution rather than the screen output, this way there's no need to calculate magical proportions within _renderSprite()
    AlanDrake committed Oct 29, 2016
  2. Updated build version (3.4.0.13)

    ivan-mogilko committed Oct 29, 2016
Commits on Oct 28, 2016
  1. Engine: clear croom pointer when the current room is unloaded

    There is a possible crash case found by Janet Gilbert. If croom is not nullified before restoring saved game, its contents may be accessed inside DrawingSurface_Release(), called for every drawing surface released at the same time.
    This crash is very rare, because Drawing Surfaces are usually not stored outside of the single script function scope.
    ivan-mogilko committed Oct 28, 2016
Commits on Oct 27, 2016
  1. Common, Engine: fixed couple of memory leaks

    Found by Janet Gilbert.
    ivan-mogilko committed Oct 27, 2016
  2. Merge pull request #369 from ivan-mogilko/script-api--character-tint-…

    …props
    
    ScriptAPI: Character and Object properties for getting tint values
    ivan-mogilko committed on GitHub Oct 27, 2016
Commits on Oct 26, 2016
  1. ScriptAPI: Character and Object properties for getting tint values

    These properties comply to same LightLevel/Tint API style that was originally used only for the Region struct.
    ivan-mogilko committed Oct 25, 2016
Commits on Oct 16, 2016
Commits on Oct 15, 2016
  1. Merge pull request #368 from berolinux/CAFEBEEF

    Fix check for CAFEBEEF magic value
    ivan-mogilko committed on GitHub Oct 15, 2016
  2. Fix check for CAFEBEEF magic value

    gcc 6.2 and clang 4.0 optimize away the previous check because an
    unsigned variable (size_t newlen) is compared to an signed
    negative constant (0xCAFEBEEF).
    
    Solves part of issue #366.
    berolinux committed Oct 15, 2016
  3. WinSetup: fixed "native resolution" choice was not properly loaded

    ivan-mogilko committed Oct 15, 2016
Commits on Oct 13, 2016
  1. Engine: support reading legacy graphics config

    ivan-mogilko committed Oct 13, 2016
Commits on Oct 8, 2016
  1. Editor: fixed #if(n)ver preprocessor directive version comparison

    ivan-mogilko committed Oct 8, 2016
Commits on Oct 6, 2016
  1. Merge branch 'release-3.4.0'

    ivan-mogilko committed Oct 6, 2016
Commits on Oct 5, 2016
  1. Engine: removed redundant functions parameter from gfx init routine

    After most recent fixes (54fe153) the 'frame_size' variable does not have to be created so early; it is passed into several functions without being actually read, until finally reassigned to completely different value. Here it is removed from many function argument lists, and recreated as a local variable where needed.
    ivan-mogilko committed Oct 5, 2016
  2. Engine: fixed gfx mode init failure in certain less common setup cases

    Along with small refactoring, this commit fixes following mistakes:
    * window size is not correctly clamped if setup explicitly requests window size larger than desktop resolution, OR if game native size is larger than desktop;
    * fullscreen or windowed mode ended up less than precalculated scaled size after final adjustment, in which case game frame appeared rendered with negative offset.
    ivan-mogilko committed Oct 5, 2016
Commits on Oct 4, 2016
  1. Merge pull request #362 from monkey0506/unlock_view_with_movement

    Make stopping movement optional in (Un)LockView
    ivan-mogilko committed on GitHub Oct 4, 2016
  2. Make stopping movement optional in (Un)LockView

    Character.LockView and Character.UnlockView (etc.) always stop any
    character movement. This preserves that as the default behavior,
    but gives the option to continue character movement while locking
    or unlocking the view.
    monkey0506 committed Oct 4, 2016
Commits on Oct 2, 2016
  1. Merge pull request #363 from sonneveld/xcode-build-fixes

    Xcode build fixes
    ivan-mogilko committed on GitHub Oct 2, 2016
  2. ios: add/remove files

    sonneveld committed Oct 2, 2016
  3. osx: add/remove files

    sonneveld committed Oct 2, 2016
  4. osx: fix dumb build

    sonneveld committed Oct 2, 2016
Commits on Oct 1, 2016
  1. Engine: proper Direct3D scaling *

    Direct3D and software rendering are now more consistent.
    Added a new "scale_native_resolution" option for winsetup to use the non standard mode.
    * this is not the ideal implementation, I will resume on a later date
    AlanDrake committed Sep 29, 2016