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Categories: master stable
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master stable
rsn8887
PSP2: More settings for touch (direct touch on/off, pointer speed)
George Kormendi
I18N: Update translation (Hungarian)

Currently translated at 100.0% (962 of 962 strings)
Paul Gilbert
XEEN: Fix resetting HP for Medusa Sprites each combat turn
Paul Gilbert
XEEN: Don't give out treasure if party runs from combat
Paul Gilbert
XEEN: Fix drawing of combat icons during battle

This also refactors out the use of _mainList, which separately draws
the icons. Since the data needed is already added to the _buttons
array, I could dispense with _mainList and draw the buttons directly.
Thierry Crozat
BUILD: Add supernova.dat to install rules
Thierry Crozat
DEVTOOLS: Add create_supernova to devtools README
Thierry Crozat
Merge branch 'supernova'
Joseph-Eugene Winzer
SUPERNOVA: Fixes destruction of SoundSample buffer
Joseph-Eugene Winzer
SUPERNOVA: Adds ModeList
Thierry Crozat
SUPERNOVA: Improve waiting until a sound has finished playing
Thierry Crozat
SUPERNOVA: Make _event a local variable
Thierry Crozat
SUPERNOVA: Handle RTL and Quit while editing text
Thierry Crozat
SUPERNOVA: Remove declaration for unimplemented and unused function
Thierry Crozat
SUPERNOVA: Update engine data file
Thierry Crozat
SUPERNOVA: Fix cursor not shown if escaping during the intro snoring sequence
Thierry Crozat
SUPERNOVA: Fix missing reset of object CARRIED flag when clearing inventory
Thierry Crozat
SUPERNOVA: Update English translation
Joseph-Eugene Winzer
SUPERNOVA: Initializes RandomSource on stack
Joseph-Eugene Winzer
SUPERNOVA: Renames INT32_MAX to kMaxTimerValue

Prevents collision with stdint.h INT32_MAX
Joseph-Eugene Winzer
SUPERNOVA: Corrects header guard name
Joseph-Eugene Winzer
SUPERNOVA: Fixes AudioStream leak
Joseph-Eugene Winzer
SUPERNOVA: Changes array to seperate variables
Joseph-Eugene Winzer
SUPERNOVA: Fixes segfault if dat file not found
Joseph-Eugene Winzer
SUPERNOVA: Changes message order

When taking off your helmet or life support in a room without oxygen, it
showed the death screen before the 'taking off helmet/life support'
message.
Joseph-Eugene Winzer
SUPERNOVA: Removes global constructor call

Object() is redundant anyway as it instantiates an Object object and
copies it to nullObject, which was already default constructed.
Joseph-Eugene Winzer
SUPERNOVA: Moves strings to GameManager class
Joseph-Eugene Winzer
SUPERONVA: Sets uninitialized values to 0
Joseph-Eugene Winzer
SUPERNOVA: Removes comment

renderRoom() and later in the game loop executeRoom() does everything
that is explicitly called in the original.
Joseph-Eugene Winzer
SUPERNOVA: Prevents paletteFadeIn() to be triggered
Joseph-Eugene Winzer
SUPERNOVA: Reverts brightness change

If the brightness is 0, it is faded in at the end of the game loop.
In some instances, especially cutscenes, it makes the code harder to
understand as in somecases the code expects the brightness to be faded
in after having it faded out, set manually to 0 or when you leave a dark
room, set by roomBrightness().
Removing it now, would just lead to more confusion during the port of
Supernova part 2.
Joseph-Eugene Winzer
SUPERNOVA: Hides cursor during snoring sequence
Joseph-Eugene Winzer
SUPERNOVA: Aborts intro if game should be closed
Joseph-Eugene Winzer
SUPERNOVA: Fixes object state update

In order to trigger a mouseField change in processInput(), we move the
cursor to 0,0 first before restoring its original position.
Joseph-Eugene Winzer
SUPERNOVA: Pushes a mousemove to update object state

If you click on an exit on the map and there is again an exit on the
same spot, it won't be recognized until the next mouse move/click.
This change fakes a mouse move and thus updates the object state.
Joseph-Eugene Winzer
SUPERNOVA: Fixes fading in intro
Joseph-Eugene Winzer
SUPERNOVA: Returns to launcher after outro
Joseph-Eugene Winzer
SUPERNOVA: Updates palette when changing room brightness
Joseph-Eugene Winzer
SUPERNOVA: Renames audio constants
Joseph-Eugene Winzer
SUPERNOVA: Renames audio constants
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