Revert "TINSEL: Fix int32 discrepancy"
- This reverts commit a640e6b489.
Revert "TINSEL: Refactor Notebook and System reels to follow naming conventions"
- This reverts commit 2cfc3b4ed2.
Revert "TINSEL: Rename IsConvAndNotMove -> isConvAndNotMove"
- This reverts commit 5ba099f408.
Revert "TINSEL: Rename the public methods in Dialogs to follow convention"
- This reverts commit 8ef52754a1.
Revert "TINSEL: Rename the private methods in Dialogs to follow convention"
- This reverts commit a3d0b5206b.
Revert "TINSEL: Add debug commands to add all clues, as well as listing them."
- This reverts commit fdfede64ca.
Revert "TINSEL: Implement pointer handling for Notebook"
- This reverts commit 195b04c9cf.
Revert "TINSEL: Implement polygon-handling for Notebook"
- This reverts commit 10cce703dc.
Revert "TINSEL: Add initial event support to Notebook."
- This reverts commit 61c94379cd.
Revert "TINSEL: Close Inventories when switching between them."
- This reverts commit 337aed1915.
Revert "TINSEL: Implement library function CROSSCLUE"
- This reverts commit 9519288acd.
Revert "TINSEL: Implement Notebook logic for adding clues and showing pages."
- This reverts commit 3580c17cc5.
Revert "TINSEL: Implement InventoryOrNotebookActive"
- This reverts commit 89aefb7794.
Revert "TINSEL: Minor style-fixes"
- This reverts commit e92fafb955.
Revert "TINSEL: Refactor IsInPolygon to be partially a member-function"
- This reverts commit fa7d448051.
Revert "TINSEL: Replace LockMem with GetFrame for FRAME"
- This reverts commit ec9c630fc5.
Revert "TINSEL: Replace LockMem with GetMultiInit for MULTI_INIT"
- This reverts commit fa8e3c506b.
Revert "TINSEL: Further refactor InventoryObjects"
- This reverts commit 1a2f18e421.
Until now, the TinselV* defines were used for discerning between
engine versions. The define TinselV2 was true for both v2 and v3.
Sticking to the old scheme would lead to confusion when more
special paths for v3 are implemented.
Renamed rince.* files to movers to be more game independent.
Added elementary support for Noir movers which can use different logic.
Allows game to boot to the first interactive scene, but there is no 3D model rendered (that is WIP).
Use of global vars is what prevents RTL from working in Tinsel (and
probably in other engines). More specifically, the fact that many
global vars are not explicitly inited when the engine is (re)launched.
svn-id: r54262