Peter Kohaut
1d9a248abe
BLADERUNNER: Fixed more Coverity issues
2018-02-12 20:57:26 +01:00
Peter Kohaut
70e68ace18
BLADERUNNER: VK small fixes
...
Fixed rendering of non-visible objects
2018-02-11 15:31:40 +01:00
Peter Kohaut
7f53a0cd31
BLADERUNNER: Fixed few Coverity issues
2018-02-01 21:38:30 +01:00
Peter Kohaut
1e5f9d3078
BLADERUNNER: Added basic KIA interface
...
Settings works
Help works
Clue database works
Fixed code for inserting objects into scene
Reorganization of few files
Unification & code formatting of few older files
2018-01-28 10:57:16 +01:00
Peter Kohaut
f79d8cc1fe
BLADERUNNER: Added music support & added Maggie
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added async walking
named some of the game flags & variables
renamed aesc to screen effects
2017-09-10 20:55:30 +02:00
Peter Kohaut
a97fe8f89f
BLADERUNNER: Support for AESC
2017-08-26 23:00:54 +02:00
Peter Kohaut
027dc4c38c
BLADERUNNER: fixed lighting cache
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actors can be now partially illuminated (per slice), it iss visible in scene rc02 in the right part of the room
2017-04-02 18:19:26 +02:00
Thomas Fach-Pedersen
669e6be438
BLADERUNNER: Fix uninitialized variable accesses
...
Fixes a couple of issues reported by valgrind and clang
sanitizers.
In particular, the initialization of Actor::_inCombat means that McCoy
no longer randomly has his gun out at the beginning of the game. In
SliceRenderer::drawInWorld, the assert of _sliceFramePtr has been
moved to after the call to setupFrameInWorld which is the method that
initializes the field. This misplaced assert caused the game to crash
for several people.
2016-10-22 18:46:28 +02:00
Eugene Sandulenko
6ab1edf597
BLADERUNNER: Fix compilation on older gcc
2016-10-15 13:47:06 +02:00
Peter Kohaut
577c3b56a5
BLADERUNNER: added picking up of items
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and some formatting
2016-10-12 23:00:33 +02:00
Peter Kohaut
f7acbcb057
BLADERUNNER: fixed speed of pickup effect
...
formating, small fixes
2016-10-09 12:03:19 +02:00
Peter Kohaut
f30f3c46e3
BLADERUNNER: added item pickup effect
...
also added support for rendering items on screen (not in the world)
pickup effect can be tested in debug compilation by clicking on any object (not item, but object like, hydrant, or doors) in first scene
2016-10-08 21:06:22 +02:00
Eugene Sandulenko
281c19ab03
BLADERUNNER: Code formatting fixes
2016-10-03 12:38:43 +02:00
Peter Kohaut
f5d5f3302f
BLADERUNNER: fixed current frame selection for lights
2016-09-29 22:33:42 +02:00
Peter Kohaut
c7f7341f69
BLADERUNNER: fixed lightning
2016-09-29 22:33:42 +02:00
Peter Kohaut
f1cb735ee0
BLADERUNNER: added rendering support for lighting and effects, but its not working correctly yet
2016-09-29 22:33:41 +02:00
Peter Kohaut
bf44e97d79
BLADERUNNER: added all scene scripts, esper script, kia script, vk script, completed init script. Added decoding of lights from VQA. Moved view from scene.
2016-09-29 22:33:41 +02:00
Peter Kohaut
b67bca20b5
BLADERUNNER: Pull in changes from madmoose
2016-09-29 22:33:40 +02:00
Peter Kohaut
de7f961f48
BLADERUNNER: added implementation of more script methods added combat structure (maybe it combat mode??)
2016-09-29 22:33:40 +02:00
Peter Kohaut
479d2f5b62
BLADERUNNER: still adding structures... and implementing some of script methods...
2016-09-29 22:33:40 +02:00
Peter Kohaut
6672e443a8
BLADERUNNER: just basic objects description scene stuff - lightning and effects movement track actor clues db actor walking info moved view from vqa decoder, because its needed elsewhere
...
does not compile, because new files are not in makefile...
2016-09-29 22:33:40 +02:00
Thomas Fach-Pedersen
74a8b530f1
BLADERUNNER: Add support for ambient sounds, game flags and variables, and use VQA z-buffer when rendering.
2016-09-29 22:33:37 +02:00
Thomas Fach-Pedersen
4b181e4bed
BLADERUNNER: First pass at slice animation renderer
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Z-buffers are not being read from the VQA background yet, so z-buffer
handling is faked for now.
2016-09-29 22:33:37 +02:00