Paweł Kołodziejski
20cb0ae228
ALL: Cleanup ResidualVM -> ScummVM
2021-12-26 21:19:38 +01:00
Eugene Sandulenko
abea37c9bb
ALL: Update ScummVM project license to GPLv3+
2021-12-26 18:48:43 +01:00
Orgad Shaneh
a05e54f00c
JANITORIAL: Remove trailing whitespaces
2021-05-04 11:46:30 +03:00
Bastien Bouclet
6e0f5c1c3f
STARK: Fix the position of some items beoing incorrect in the game files
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Based on a list provided by Faberman
2019-05-16 20:02:30 +02:00
Bastien Bouclet
b91c4cdf71
STARK: Fix crash when showing exits for items with no animation set
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Fixes #1531 .
2019-04-08 21:07:01 +02:00
Bastien Bouclet
5c24080eab
STARK: Fix incorrectly placed shelves in April's room
2019-02-28 19:50:47 +01:00
Bastien Bouclet
f7df0d3f12
STARK: Initial version of the collision avoidance movement
2019-02-06 20:44:25 +01:00
Bastien Bouclet
0dc8726136
STARK: Game view user interface refinements
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* Implement the mouse item description delay
* Implement inventory auto close
* Implement action menu auto close
* Implement the action menu item description
2019-01-25 21:02:02 +01:00
Bastien Bouclet
e3c6748a7f
STARK: Rework skeletal animation blending control
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The previous animation blending system had some flows. The
AnimationHandler was owned by the model which was incorrect, since it's
possible to change models during an animation sequence. The
AnimationHandler is now owned by the item, ensuring there is only one
per character instance.
We now ignore animation change requests for one frame. This is because
the scripts often cause an animation change, and request another one the
very next frame. This used to cause issues because we were blending the
latest animation with the previous one which was only active for one
frame, causing a discontinuity. This new solution is kind of a hack.
Hopefully it is good enough and there is no need to implement animation
blending for more than two animations at once.
2019-01-25 09:48:31 +01:00
Bastien Bouclet
24eda9e18d
STARK: Adjust a few TODOs
2018-11-22 13:35:47 +01:00
Bastien Bouclet
5373482b90
STARK: Save model item animation properties in the active level
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These properties are saved for inactive levels as well. However inactive
level properties are restored too early and would sometimes be
overwritten by the on enter location callback. Now we save the animation
properties in the active level as well. These properties are restored
after the location enter callback.
Fixes #1496 .
2018-11-10 21:44:05 +01:00
Bastien Bouclet
d708a7f6d9
STARK: Use the action anim if there is one when enabling an item
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Fixes #1436 .
2018-08-28 21:15:22 +02:00
Douglas Liu
22c6bf8d78
STARK: Move the exit action constant to class PATTable
2018-07-11 21:00:51 +08:00
Douglas Liu
76e305783a
STARK: Improve the rendering of exit location symbols
2018-07-10 23:20:40 +08:00
Douglas Liu
a16d469231
STARK: Render exit symbols on the screen
2018-07-09 23:49:51 +08:00
Douglas Liu
7001c9c337
STARK: Enable low-quality model setting
2018-05-26 22:10:05 +08:00
Bastien Bouclet
8b5e7433f5
STARK: Change anim hierarchies to override parent animations
2018-05-03 21:04:49 +02:00
Snejp
c471d635de
STARK: Fix not matching mouse hints
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There was not proper text hints in some scenes.
2018-01-27 01:04:04 +01:00
Bastien Bouclet
a1f484b85b
STARK: Apply April's mesh properties once all the data has been restored
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Fixes April having an incorrect texture after loading
2017-06-10 14:35:52 +02:00
Bastien Bouclet
a7a7b4468a
STARK: Add save state serializers to more entities
2017-06-05 09:44:49 +02:00
Bastien Bouclet
2e8766fbbf
STARK: Add state serializers for a number of entities
2017-06-05 09:44:48 +02:00
Bastien Bouclet
0ee5d78473
STARK: Keep track of the inventory item acquisition order
2017-05-31 15:21:30 +02:00
Bastien Bouclet
7d8d14af9b
STARK: Add a special case for April's item hotspot name
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The original engine does the same
2017-05-28 09:30:46 +02:00
Bastien Bouclet
9e91ad81dc
STARK: Don't fetch item titles from templates
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This reverts commit 90980231b9 .
2017-05-28 09:30:46 +02:00
Bastien Bouclet
1bd4b2ccf9
STARK: Implement random idle action animations
2017-05-25 21:30:03 +02:00
Bastien Bouclet
74704d522a
STARK: Implement lipsync
2017-01-02 19:48:24 +01:00
Bastien Bouclet
f5e082d13a
STARK: Implement skeletal animation blending
2016-04-10 11:35:30 +02:00
Bastien Bouclet
75daf54503
STARK: Reaching the walk target should resume a script successfully
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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
1d6555fc37
STARK: Remove / update TODOs
2016-01-01 07:30:11 +01:00
Pawel Kolodziejski
f9e78dc731
STARK: formating code - whitespaces
2016-01-01 07:30:11 +01:00
Bastien Bouclet
c80b4899c0
STARK: Keep the last three locations in memory
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Previously we kept only two, but the maintenance tube control
panel access data three locations back.
2016-01-01 07:30:11 +01:00
Bastien Bouclet
e873aa7af8
STARK: Enable the talking animation when a speech is active for a character
2016-01-01 07:30:09 +01:00
Bastien Bouclet
51c6cd79f7
STARK: Save some item template properties
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Keep April's clothes across game sessions
2016-01-01 07:30:09 +01:00
Bastien Bouclet
b048c4ae86
STARK: Add a movement type allowing an item to follow a path
2016-01-01 07:30:07 +01:00
Bastien Bouclet
b418e99de1
STARK: Use the first model when several are available by default
2016-01-01 07:30:05 +01:00
Bastien Bouclet
da7cb98206
STARK: Save various animation data to the state
2016-01-01 07:30:01 +01:00
Bastien Bouclet
e9cf334c7b
STARK: Fix leaving a location while a specialized anim was on
2016-01-01 07:30:01 +01:00
Bastien Bouclet
5791f4f9c9
STARK: Add initial support for script triggered animations
2016-01-01 07:30:00 +01:00
Bastien Bouclet
951a69b674
STARK: Fix actor direction placement on some scenes
2016-01-01 07:30:00 +01:00
Bastien Bouclet
1edf28faed
STARK: Inital implementation for opUseAnimHierachy
2016-01-01 07:30:00 +01:00
Bastien Bouclet
ca39ffdf49
STARK: Make Item::getSceneInstance return an ItemVisual
2016-01-01 07:30:00 +01:00
Bastien Bouclet
df63cf29a6
STARK: Make characters turn on themselves when walking in a too different direction
2016-01-01 07:29:59 +01:00
Bastien Bouclet
1b95553169
STARK: Allow April to run
2016-01-01 07:29:59 +01:00
Bastien Bouclet
db63aae3e9
STARK: Save state for floor positioned items
2016-01-01 07:29:58 +01:00
Bastien Bouclet
918e4320a6
STARK: Implement two walk opcodes
2016-01-01 07:29:58 +01:00
Bastien Bouclet
9f90a97206
STARK: Place April on a default location when none is provided
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Useful when changing locations using the console
2016-01-01 07:29:58 +01:00
Bastien Bouclet
7653c5cbf5
STARK: First iteration of actually walking
2016-01-01 07:29:57 +01:00
Bastien Bouclet
38f417e0c6
STARK: Some renaming for consistency
2016-01-01 07:29:57 +01:00
Bastien Bouclet
e67c821646
STARK: Initialize the item movement infrastructure
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Items now have a movement property that is updated
on game loop
2016-01-01 07:29:57 +01:00
Bastien Bouclet
efd9f14936
STARK: Compute the shortest path to the destination when moving April
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There's no actual model movement for now
2016-01-01 07:29:57 +01:00