Commit graph

6518 commits

Author SHA1 Message Date
Bastien Bouclet
ed38c20cce OPENGL: Add a Context class used to describe the active OpenGL context 2016-02-06 08:02:50 +01:00
Bastien Bouclet
482255032e OPENGL: Make the FrameBuffer and Texture classes destructors virtual 2016-02-06 08:02:50 +01:00
Bastien Bouclet
6c78bcebe4 GRAPHICS: Move opengles2 files to the opengl folder 2016-02-06 08:02:49 +01:00
Bastien Bouclet
4c2c1b4d36 GRAPHICS: Set the namespace for OpenGL classes to OpenGL 2016-02-06 08:02:27 +01:00
Bastien Bouclet
6aa353866f STARK: Keep track of the inventory state when pushing/poping locations
The original does something much more complicated. Not sure why.
2016-02-02 20:55:40 +01:00
Bastien Bouclet
a34178b277 STARK: Fix loading a save when the game is not interactive 2016-01-31 09:09:19 +01:00
Bastien Bouclet
bedf5e2725 STARK: Use the target in the save file name pattern
Saves are incompatible between game versions.
Also increase the maximum save slot to 999.
2016-01-31 08:08:55 +01:00
Bastien Bouclet
e4bac8c77d GRIM: Don't make assumptions on the game target format 2016-01-31 07:19:44 +01:00
Bastien Bouclet
f31ef249ba GRIM: Only request actual save slots in listSaves and lua. 2016-01-31 07:02:02 +01:00
Bastien Bouclet
3310647a40 STARK: Only request actual save slots in listSaves. 2016-01-31 07:01:45 +01:00
Pawel Kolodziejski
6c960b1d33 ALL: Sync with ScummVM 2016-01-30 21:18:08 +01:00
Bastien Bouclet
ac0e6b0668 STARK: Name two Smacker animation fields 2016-01-23 07:01:43 +01:00
Bastien Bouclet
c43e76184d STARK: Forbid characters from walking on script selected floor faces
Not working entirely as expected. It is still possible to pass through
Roper Klacks. Probably the path finding code needs to be made more
accurate.
2016-01-17 16:32:08 +01:00
Bastien Bouclet
75daf54503 STARK: Reaching the walk target should resume a script successfully
Previously the script would be resumed successfully even when
the item could not reach its walk destination.
2016-01-17 15:29:05 +01:00
Bastien Bouclet
d30a22c9a5 GRAPHICS: Fix build with Apple's clang 7 2016-01-16 21:38:03 +01:00
Bastien Bouclet
c16fec3a71 SDL: Unbind the shader after drawing
Otherwise the next call to Shader::use may still
mistakenly consider it to be active, and do nothing.
2016-01-16 08:06:01 +01:00
Bastien Bouclet
d1a27666d9 GRAPHICS: Add a method to unbind the active shader 2016-01-16 08:02:13 +01:00
Bastien Bouclet
088055e1f4 STARK: Improve the listScript console command
It now displays if a script is waiting for a resource to complete
2016-01-14 15:04:45 +01:00
Bastien Bouclet
48afd2a3ce STARK: Fix stopping all of a location's scrolls 2016-01-14 14:35:12 +01:00
Bastien Bouclet
544f0916f1 STARK: The camera did not properly follow April in high resolution mode 2016-01-14 10:09:13 +01:00
Bastien Bouclet
26770cbb20 STARK: Fix the camera sometimes not following the character 2016-01-14 10:09:13 +01:00
Pawel Kolodziejski
9598dc9395 STARK: Added detection Swedish DVD Special Edition and Norwegian 4 CD version 2016-01-09 15:20:24 +01:00
Paweł Kołodziejski
d6190ed977 Merge pull request #1226 from bgK/win-embedded-shaders
WIN32: Embed the shaders in the executable
2016-01-09 12:21:03 +01:00
Paweł Kołodziejski
f40da7598e Merge pull request #1220 from vpelletier/move_computations_out_of_renderer
Move computations out of renderer
2016-01-09 12:17:35 +01:00
Paweł Kołodziejski
f93da34b64 Merge pull request #1222 from vpelletier/tinygl_opengl_compliance
Tinygl opengl compliance
2016-01-09 12:16:25 +01:00
Bastien Bouclet
f7681fc6f7 STARK: Fix some coverity warnings
No actual bugs should be fixed
2016-01-07 21:50:53 +01:00
Bastien Bouclet
1e69964305 CREDITS: Add credits for the Stark engine 2016-01-07 20:15:05 +01:00
Kirben
4b604e2d2e STARK: Fix linker issue under mingw. 2016-01-07 11:11:39 +11:00
Bastien Bouclet
685f5308ca STARK: Add the German DVD version 2016-01-06 18:52:47 +01:00
Bastien Bouclet
0e88503d6a BUILD: Also copy the Stark shaders 2016-01-05 18:49:19 +01:00
Bastien Bouclet
38cf7c55ae WIN32: Embed the shaders in the executable resource file 2016-01-05 18:34:44 +01:00
Bastien Bouclet
bf14375a6d STARK: Play anim script sounds 2016-01-04 20:11:54 +01:00
Bastien Bouclet
9eca105119 Merge pull request #1219 from bgK/renderer-selection
GUI: Add a renderer selection list
2016-01-04 19:19:34 +01:00
Bastien Bouclet
37ae96d7ba STARK: Fix animating bones with only one keyframe 2016-01-03 17:26:10 +01:00
Bastien Bouclet
62a166d075 Merge pull request #1223 from vpelletier/stark_sound
STARK: Add support for "Sound" codec.
2016-01-02 22:50:27 +01:00
Bastien Bouclet
400467ef8f STARK: Make sure items dont keep a pointer to freed anims 2016-01-02 18:00:24 +01:00
Vincent Pelletier
a58b0e9b06 STARK: Add support for "Sound" codec.
16 bits raw little-endian format used in 4 files in (at least) the GOG
version:
  1b/00/xarc/00000100.ssn
  1b/00/xarc/01000100.ssn
  1c/00/xarc/0000000a01.ssn
  1c/00/xarc/0100000a01.ssn
2016-01-02 17:37:33 +01:00
Pawel Kolodziejski
60b53d4f85 ALL: update translations 2016-01-01 23:32:14 +01:00
Pawel Kolodziejski
d60ef6e30f ALL: update year 2016-01-01 23:19:16 +01:00
Pawel Kolodziejski
162ad2e23d ALL: Synced with ScummVM 2016-01-01 23:18:09 +01:00
Pawel Kolodziejski
3869f93ea5 ALL: Synced with ScummVM 2016-01-01 23:09:40 +01:00
Vincent Pelletier
9bef2bd626 GRIM,EMI: SHADERS: Compute umbra angles cosine on set load instead of for each frame
Only benefits shaders renderer, as opengl/tinygl renderers leave such
details to the gl library.
Maintain saved-state compatibility by computing on restore.
2016-01-01 23:07:59 +01:00
Vincent Pelletier
ea8245696b GRIM,EMI: Scale intensity on change instead of for each frame
Also uniformises intensity scaling factor implementation across renderers.
Maintain saved-state compatibility by computing on restore.
2016-01-01 23:07:59 +01:00
Pawel Kolodziejski
07301f8d64 STARK: added "Slurry" font to list 2016-01-01 19:54:58 +01:00
Pawel Kolodziejski
96a8486f48 STARK: Add detection for the Polish 4CD version 2016-01-01 19:23:54 +01:00
Bastien Bouclet
f17b5b5443 STARK: Don't save the state when shutting down the data provider
Half the objects are gone, the save can't be consistent.
Fixes valgrind errors on exit.
2016-01-01 19:07:32 +01:00
Vincent Pelletier
f6bbbc7b28 TinyGL: Use standard initial diffuse and specular values.
As per OpenGL specifications, light 0 is the only light with full diffuse and
specular light initial state. This should not affect residualvm as all enabled
light properties are configured.
2016-01-01 17:37:23 +01:00
Vincent Pelletier
09478b1791 TinyGL: Use normalised position for directional lights.
So that dot-product result (used for attenuation) is between -1 and 1.
This should make no difference for GRIM: as far as I can see, all
direction vectors are already normalized in data files.
2016-01-01 17:29:19 +01:00
Bastien Bouclet
a58f7f55f7 STARK: Stop a location/level's sounds when leaving it 2016-01-01 15:20:19 +01:00
Bastien Bouclet
66e8e7da7f STARK: The 4 CD version stores some sounds in the archives 2016-01-01 14:48:17 +01:00