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
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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
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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
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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
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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
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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
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Tinygl opengl compliance
2016-01-09 12:16:25 +01:00
Bastien Bouclet
f7681fc6f7
STARK: Fix some coverity warnings
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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
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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
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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.
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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
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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
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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
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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.
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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.
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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