848909f | Lothar Serra Mari | 24 December 2021, 22:05:33 UTC | NEWS: Update German NEWS file | 24 December 2021, 22:16:07 UTC |
3c24970 | Cameron Cawley | 24 December 2021, 22:02:44 UTC | NEWS: Mention the TinyGL renderer for The Longest Journey | 24 December 2021, 22:16:07 UTC |
6efcafc | Lothar Serra Mari | 24 December 2021, 21:57:32 UTC | NEWS: Set release date for 2.5.1 in German NEWS file | 24 December 2021, 22:16:07 UTC |
df49cfb | Eugene Sandulenko | 24 December 2021, 22:10:46 UTC | DISTS: Update release date | 24 December 2021, 22:10:46 UTC |
938405f | Eugene Sandulenko | 24 December 2021, 22:04:25 UTC | DISTS: Generated Code::Blocks and MSVC project files | 24 December 2021, 22:04:25 UTC |
94d7797 | Eugene Sandulenko | 24 December 2021, 22:03:24 UTC | RELEASE: This is 2.5.1 | 24 December 2021, 22:03:24 UTC |
ecab663 | Eugene Sandulenko | 24 December 2021, 21:55:58 UTC | NEWS: Fixed news items verb tenses | 24 December 2021, 21:55:58 UTC |
c411c7c | Eugene Sandulenko | 24 December 2021, 21:50:36 UTC | NEWS: Set the 2.5.1 release date | 24 December 2021, 21:50:36 UTC |
40cd295 | Paweł Kołodziejski | 23 December 2021, 21:44:04 UTC | AGS: Update detection table | 23 December 2021, 21:44:04 UTC |
8c5e857 | Lothar Serra Mari | 21 December 2021, 19:58:27 UTC | NEWS: Update German NEWS file | 21 December 2021, 19:58:27 UTC |
46844bf | Paweł Kołodziejski | 21 December 2021, 07:37:20 UTC | STARK: Software renderer BE fixes for textures | 21 December 2021, 07:37:20 UTC |
19cfc61 | Cameron Cawley | 20 December 2021, 21:31:07 UTC | STARK: Don't exit immediately if modded assets are enabled but not supported | 20 December 2021, 22:58:14 UTC |
b01ab99 | Paweł Kołodziejski | 20 December 2021, 20:53:09 UTC | STARK: Added software renderer support | 20 December 2021, 20:53:09 UTC |
c929bda | Paweł Kołodziejski | 20 December 2021, 20:46:48 UTC | TINYGL: Ported viewport fix | 20 December 2021, 20:46:48 UTC |
56d15c1 | Torbjörn Andersson | 20 December 2021, 19:19:32 UTC | SHERLOCK: Mension user interface fixes Too many and too small to list individually. | 20 December 2021, 19:20:17 UTC |
f158b23 | Torbjörn Andersson | 20 December 2021, 12:10:21 UTC | SHERLOCK: Fix glitch in Rose Tattoo save dialog This would happen when either clicking on an empty slot or when using the Delete key. It was caused by using the screen coordinates, rather than the surface coordinates, when specifying the rightmost edge of the area to clear. | 20 December 2021, 19:20:17 UTC |
e087d28 | Torbjörn Andersson | 20 December 2021, 11:36:26 UTC | SHERLOCK: Refactor Rose Tattoo slider drawing | 20 December 2021, 19:20:17 UTC |
d15ed2f | Torbjörn Andersson | 20 December 2021, 10:39:27 UTC | SHERLOCK: Fix final (?) issue with Rose Tattoo slider handle drawing | 20 December 2021, 19:20:17 UTC |
2fd042f | Torbjörn Andersson | 20 December 2021, 10:15:34 UTC | SHERLOCK: Fix drawing of Rose Tattoo dialog corners The corners are drawn correct, we just want to ensure that the same screen area is cleared or tindted before drawing the dialog, whether the dialog is transparent or not. Otherwise, the corners will be tinted too, instead of fully transparent. | 20 December 2021, 19:20:17 UTC |
682e86f | Torbjörn Andersson | 20 December 2021, 09:57:58 UTC | SHERLOCK: Fix Rose Tatto save/load scrollbar bounds | 20 December 2021, 19:20:17 UTC |
d612ce5 | Torbjörn Andersson | 20 December 2021, 09:40:43 UTC | SHERLOCK: Fix scroll position bar glitch | 20 December 2021, 19:20:17 UTC |
4b15e08 | Torbjörn Andersson | 20 December 2021, 08:33:05 UTC | SHERLOCK: Fix Rose Tattoo slider widget glitches | 20 December 2021, 19:20:17 UTC |
4f446c9 | Torbjörn Andersson | 17 December 2021, 15:28:38 UTC | SHERLOCK: Fix missing corner in Rose Tattoo dialogs | 20 December 2021, 19:20:17 UTC |
c04e739 | Torbjörn Andersson | 16 December 2021, 19:30:51 UTC | SHERLOCK: Fix height of blinking cursor in Rose Tattoo journal search | 20 December 2021, 19:20:17 UTC |
b4f8414 | Paweł Kołodziejski | 20 December 2021, 19:15:17 UTC | STARK: Ported opengl minor code changes | 20 December 2021, 19:15:17 UTC |
0d270ad | sluicebox | 20 December 2021, 17:33:03 UTC | SCI: Use LSL5 patch directory name | 20 December 2021, 17:43:36 UTC |
13bcfd0 | Torbjörn Andersson | 20 December 2021, 07:15:49 UTC | NEWS: Mention latest notable Sherlock fixes | 20 December 2021, 07:15:49 UTC |
7a186d9 | Torbjörn Andersson | 13 December 2021, 13:47:29 UTC | SHERLOCK: Fix Scalpel animations not being resumed after conversation When talking to another character, his animation would usually freeze. Most of the time this is just a cosmetic problem, but it does make solving the puzzle with the billiard players more annoying than it should be, since you had to leave and re-enter the room. See bug #10931. | 19 December 2021, 23:51:44 UTC |
a1d2d42 | Matthew Duggan | 06 December 2021, 07:42:56 UTC | ANDROID: Fix softkeyboard button for Chromebooks On a Chromebook, the keyboard may be present but hidden (not available for use) because the device is flipped around in Tablet mode. In this case we want the soft keyboard to be available. This change also hides the soft keyboard button if the hardware keyboard is available, since it doesn't do anything. Fixes #13138. | 19 December 2021, 12:49:46 UTC |
748ba73 | Torbjörn Andersson | 14 December 2021, 15:47:31 UTC | SHERLOCK: Calculate font height/width more accurately Each character in a font can have an X and Y offset. This was not considered when calculating the width and height of the font. One way this could be noticed was in Serrated Scalpel, when talking to a character with a lot of conversation options. Scrolling down would highlight the "Up" button. Selecting a conversation option would then dim the button, but the bottommost pixel of the "p" was still highlighted. Hopefully this does not negatively affect anything else. | 19 December 2021, 03:34:33 UTC |
d97779f | sluicebox | 19 December 2021, 02:47:43 UTC | SCI32: Fix LIGHTHOUSE compass-in-submarine error | 19 December 2021, 02:54:47 UTC |
9eab66d | sluicebox | 14 December 2021, 19:55:07 UTC | SCI: Fix PQ3 lockup when showing judge evidence | 18 December 2021, 22:03:58 UTC |
1483937 | sluicebox | 14 December 2021, 19:55:07 UTC | SCI: Fix uninitialied variable in multi-language parser Fixes QFG1 Japanese message display when messages are set to Japanese and subtitles are enabled Huge thanks to DarkSoul for verifying original PC-98 behavior | 18 December 2021, 22:03:46 UTC |
d423e1e | sluicebox | 14 December 2021, 19:55:07 UTC | SCI: Update detection entries for Japanese games - Remove unnecessary English entry for SQ4 - Update game flags for KQ5 and QFG1 | 18 December 2021, 22:03:32 UTC |
81289fc | sluicebox | 13 December 2021, 18:07:42 UTC | SCI: Fix newline handling in Japanese PQ2 Many PQ2 Japanese strings contain escaped newlines ("\n") which we have not been handling. We have been handling these in getSciLanguageString() when returning Japanese text but that's not where SSCI does this work. PQ2's Print procedure in script 255 parses Japanese text itself and our getSciLanguageString() is never involved. Now Japanese newline handling is done in the core text measuring and drawing functions, which is closer to where SSCI did it, but without the hack of having GetLongest() patch out Japanese newlines like in SSCI. Fixes bug #13154 | 18 December 2021, 22:03:19 UTC |
77bd0f2 | Torbjörn Andersson | 15 December 2021, 13:57:02 UTC | SHERLOCK: Fix Scalpel user interface being left in wrong mode I think this one would happen if an NPC initiated conversaion with you, while you had a window (e.g. the inventory) open. The game would be put in talk mode, then close the inventory (putting the game in standard mode), then print the conversation options. That's because a loop was terminated prematurely (with a break), thus bypassing the bit that would set it back into talk mode again. I encountered this when finally meeting up with Lord Brumwell. | 18 December 2021, 03:35:32 UTC |
5aca38a | Torbjörn Andersson | 17 December 2021, 14:04:31 UTC | SHERLOCK: Fix Rose Tattoo save dialog regression Now that more than one keypress can be processed, we have to update the "current character" variables each time. | 17 December 2021, 14:05:46 UTC |
fc116b1 | Torbjörn Andersson | 17 December 2021, 12:36:08 UTC | SHERLOCK: Fix crash when using Delete key in Rose Tattoo save dialog | 17 December 2021, 13:32:00 UTC |
6ef69bf | Torbjörn Andersson | 17 December 2021, 12:05:58 UTC | SHERLOCK: Process all pending keys at once in Rose Tattoo save dialog The event loop when entering save game description in Rose Tattoo runs at the speed of the background animations, which is much slower than ScummVM's keyboard repeat. It was very easy to saturate the _pendingKeys queue, particularly when erasing an old savegame description. Then you might have to wait for a few seconds while it processed dozens of pending backspaces. Now all pending keys are processed as quickly as possible. | 17 December 2021, 13:31:50 UTC |
a046f9e | Torbjörn Andersson | 16 December 2021, 19:10:13 UTC | SHERLOCK: Fix glitches in Rose Tattoo save box For instance, if you entered a letter like "g" and then erased it, there would still be traces of it on screen. I've made the assumption that subtracting 1 from the font height is wrong everywhere. | 17 December 2021, 13:31:36 UTC |
3162e52 | Torbjörn Andersson | 17 December 2021, 11:51:30 UTC | NEWS: Mention Sherlock keyboard fix | 17 December 2021, 11:51:30 UTC |
a3158e3 | Torbjörn Andersson | 17 December 2021, 11:30:57 UTC | SHERLOCK: Use a queue, not a stack, for pending key presses We want first-in-first-out, not first-in-last-out. I thought I saw Serrated Scalpel occasionally swap the order of two keypresses for me while entering the name of a save game, but didn't think much about it. Where it got really noticeable was when saving in Rose Tattoo. When erasing an old save name, once I started entering the new name it would process the new keystrokes first, then immediately process the next pending backspace. | 17 December 2021, 11:50:14 UTC |
fe35a83 | Torbjörn Andersson | 16 December 2021, 19:36:42 UTC | NEWS: Mention Rose Tatto save dialog crash fix | 16 December 2021, 19:36:42 UTC |
71cce14 | Torbjörn Andersson | 16 December 2021, 19:17:41 UTC | SHERLOCK: Fix Rose Tattoo crash when moving past end of string | 16 December 2021, 19:34:49 UTC |
baa4f99 | Martin Gerhardy | 16 December 2021, 19:07:03 UTC | TWINE: fixed regression in circle clip handling and properly fixed the rendering artifacts now https://bugs.scummvm.org/ticket/13123 | 16 December 2021, 19:07:24 UTC |
3e77288 | Torbjörn Andersson | 13 December 2021, 13:23:21 UTC | SHERLOCK: Fix Scalpel user interface regression In some cases (e.g. when Lestrade greets you at the scene of the murder) the talk window wasn't erased properly. This was a regression from a recent fix for the inventory not being updated when certain objects were added, e.g. when examining the pendant. See bug #10841. | 16 December 2021, 05:43:53 UTC |
e5e2faf | eientei | 10 December 2021, 15:06:20 UTC | SHERLOCK: Add earlier version of Italian fan translation | 16 December 2021, 04:39:27 UTC |
4bdf652 | Torbjörn Andersson | 15 December 2021, 07:49:36 UTC | NEWS: Adjust note about sound workarounds in Serrated Scalpel | 15 December 2021, 07:49:36 UTC |
af126ad | Torbjörn Andersson | 15 December 2021, 07:43:46 UTC | SHERLOCK: Workaround for bad fog horn sound in Serrated Scalpel Turns out that the fog horn sound at Lord Brumwell's mansion has the same problem as the doorbell one. The file says 1100 Hz, but the original clearly didn't play it at that. 11000 Hz seems to match the 3DO version, so let's go with that. | 15 December 2021, 07:49:01 UTC |
04d062c | Torbjörn Andersson | 15 December 2021, 06:44:07 UTC | SHERLOCK: Fix glitch on Scalpel overhead map When moving from one location to another, the Holmes icon should be removed from the old location when travel begins. I've added a missing restoreIcon() call, which seems to fix that. | 15 December 2021, 06:46:18 UTC |
961a83a | Orgad Shaneh | 14 December 2021, 05:47:18 UTC | SCUMM: Fix RTL indentation for multiline verbs | 14 December 2021, 20:16:34 UTC |
3a3f58c | Torbjörn Andersson | 14 December 2021, 11:39:08 UTC | SHERLOCK: Clear events after Scalpel window sliding animation Before, the game would sometimes register the mouse release event right as the mouse pointer passed over the Exit button, causing e.g the conversation window to close right away. This was probably also what caused it to sometimes select conversation topics seemingly at random for me. | 14 December 2021, 11:42:47 UTC |
92327b2 | Paul Gilbert | 14 December 2021, 04:19:45 UTC | XEEN: Fix monster item drop probability checking | 14 December 2021, 04:20:16 UTC |
e87bc91 | Paul Gilbert | 14 December 2021, 03:04:33 UTC | NEWS: Mention Serrated Scalpel darts speed fix | 14 December 2021, 03:06:56 UTC |
4ec5d9b | Torbjörn Andersson | 13 December 2021, 05:34:46 UTC | SHERLOCK: Make the Serrated Scalpel darts minigame harder This seems to match the speed of the original better, and makes the power bars move at the same speed for both you and your opponent. It does make the game more frustrating, I guess, but playing darts is optional anyway. | 14 December 2021, 03:06:56 UTC |
b06d16a | Torbjörn Andersson | 11 December 2021, 20:04:30 UTC | SHERLOCK: Fix off-by-one error when drawing various Scalpel interfaces The user interface windows should generally end one pixel short of the bottom of the screen, not two. This was most noticeable when saving to the last visible slot, because the blinking cursor would erase part of the background. I honestly don't know if I got all of them, but it should be a bit better than before at least. | 12 December 2021, 16:21:36 UTC |
4849a4a | Torbjörn Andersson | 12 December 2021, 16:02:09 UTC | SHERLOCK: Get mouse position from event manager, not from every event Not every event has mouse position information. This was causing problems on the city map, because whenever I moved the mouse cursor outside the ScummVM window it would scroll to the upper left corner. | 12 December 2021, 16:14:43 UTC |
22f6f2f | Torbjörn Andersson | 12 December 2021, 13:05:33 UTC | SHERLOCK: Fix overlapping text in Serrated Scalpel's darts minigame | 12 December 2021, 13:06:31 UTC |
230b328 | Lothar Serra Mari | 11 December 2021, 10:03:47 UTC | NEWS: Update German NEWS file | 11 December 2021, 10:03:47 UTC |
c2a5dc1 | Paul Gilbert | 11 December 2021, 04:03:56 UTC | NEWS: Mention inventory glitch looking at items with inventory open | 11 December 2021, 04:10:17 UTC |
c632aec | Torbjörn Andersson | 10 December 2021, 08:34:14 UTC | SHERLOCK: Fix only first page of description being shown When examining a room object with a description that spans multiple pages, only the first page was shown if the inventory was open at the same time. This bug happens in the original too. Hopefully fixing it does not cause any unwanted side effects. | 11 December 2021, 04:10:06 UTC |
68836bf | Torbjörn Andersson | 10 December 2021, 08:15:53 UTC | SHERLOCK: Fix inventory redraw after looking at room object (#10836) Instead of using _backBuffer1 directly, we should draw the inventory icons to the current back buffer. This makes a difference in cases where the engine has activated back buffer 2. Referring to _backBuffer2 directly should still be ok. This fixes inventory redrawing after examining a room object. | 11 December 2021, 04:09:53 UTC |
4884301 | Paweł Kołodziejski | 20 November 2021, 21:57:01 UTC | STARK: BigEndian fixes | 10 December 2021, 18:43:50 UTC |
216bcc3 | Cameron Cawley | 08 December 2021, 22:35:46 UTC | NEWS: Mention scaler support in OpenGL mode | 09 December 2021, 21:00:32 UTC |
95bc1c4 | Cameron Cawley | 23 November 2021, 23:18:12 UTC | OPENGL: Fix crash when scaling small areas | 09 December 2021, 21:00:32 UTC |
00203d7 | Cameron Cawley | 23 November 2021, 23:17:30 UTC | OPENGL: Restore cursor scaling | 09 December 2021, 21:00:32 UTC |
b8f2c0b | Cameron Cawley | 22 November 2021, 00:01:20 UTC | GRAPHICS: Split ScalerPluginObject into two classes | 09 December 2021, 21:00:32 UTC |
b94f24a | Cameron Cawley | 21 October 2021, 22:06:26 UTC | ANDROID: Enable scalers by default | 09 December 2021, 21:00:32 UTC |
73aab0a | Cameron Cawley | 21 October 2021, 21:14:43 UTC | OPENGL: Implement scaler support | 09 December 2021, 21:00:32 UTC |
01b2b38 | Cameron Cawley | 21 October 2021, 17:52:28 UTC | OPENGL: Combine TextureCLUT8 and FakeTexture | 09 December 2021, 21:00:32 UTC |
bf54f65 | Cameron Cawley | 21 October 2021, 16:56:36 UTC | GRAPHICS: Add generic functions for converting palettes | 09 December 2021, 21:00:32 UTC |
f3453a6 | Cameron Cawley | 21 November 2021, 23:53:34 UTC | GRAPHICS: Fix invalid memory write in the DotMatrix scaler | 09 December 2021, 21:00:32 UTC |
57fcc68 | Lothar Serra Mari | 09 December 2021, 18:48:19 UTC | NEWS: Update German NEWS file | 09 December 2021, 18:48:19 UTC |
d5adf7a | Paweł Kołodziejski | 09 December 2021, 08:26:12 UTC | STARK: Fixed shadow rendering | 09 December 2021, 08:54:56 UTC |
08f5514 | sluicebox | 08 December 2021, 04:53:59 UTC | SCI: Fix SQ3 end credits in version 1.0P | 09 December 2021, 07:31:14 UTC |
c87a5eb | Paul Gilbert | 09 December 2021, 03:19:15 UTC | NEWS: Mention Rose Tattoo fog overlay fix | 09 December 2021, 03:21:01 UTC |
58b51e7 | Torbjörn Andersson | 08 December 2021, 09:51:22 UTC | SHERLOCK: Fix missing haze when going to Cleopatra's Needle In The Case of the Rose Tattoo, certain rooms have a hard-coded haze. Ensure that this gets loaded even when going directly from the overhead map to such a room. I could be wrong, but I believe Cleopatra's Needle is the only such room that can be accessed directly from the map, but do it for all rooms just in case. | 09 December 2021, 03:20:46 UTC |
02bdd0c | Paul Gilbert | 08 December 2021, 04:00:58 UTC | SHERLOCK: SS: Fix updating inventory after examining watch | 08 December 2021, 04:02:42 UTC |
8e7b4cb | Thierry Crozat | 29 November 2021, 21:19:44 UTC | NEWS: Mention fix for savegame overwrite check | 06 December 2021, 00:08:32 UTC |
9f7ef63 | Orgad Shaneh | 23 November 2021, 05:37:45 UTC | ENGINE: Suppress autosave overwrite warning when description is empty Some engines (like kyra) return a SaveStateDescriptor with slot assigned, even when the slot is free. The indication for an empty save is empty description on these cases. | 06 December 2021, 00:08:32 UTC |
8512f90 | Orgad Shaneh | 20 October 2021, 09:49:24 UTC | ENGINES: Fix getSavegameFile for almost all engines Use kSimpleSavesNames correctly, add where needed, remove where needed. Trac #12977 | 06 December 2021, 00:08:32 UTC |
5615ea7 | Orgad Shaneh | 19 October 2021, 20:18:35 UTC | ENGINES: Add missing getSavegameFile overrides ... for non-default names. Fixes moving autosave to a new slot. Trac #12977 | 06 December 2021, 00:08:32 UTC |
43a44e2 | Orgad Shaneh | 19 October 2021, 06:28:14 UTC | ENGINES: Use MetaEngine consistently for getting autosave slot The autosave refactoring that was done in 7adad5aaf5831dc5adcee140f38aacc4a5db2518 used g_engine for identifying the autosave slot. This worked for in-game save/load, but doesn't fit when called from the launcher. Fix by passing MetaEngine to SaveStateDescriptor ctor and using it for this query. Amends 7adad5aaf5831dc5adcee140f38aacc4a5db2518. | 06 December 2021, 00:08:32 UTC |
fae6f40 | Orgad Shaneh | 10 September 2021, 08:17:48 UTC | ENGINES: Document -1 as return value of getAutosaveSlot when not supported | 06 December 2021, 00:08:32 UTC |
077ba2a | athrxx | 23 November 2021, 15:30:52 UTC | KYRA: minor metaengine fix | 05 December 2021, 14:14:10 UTC |
1b7b4b7 | athrxx | 17 November 2021, 01:11:59 UTC | KYRA: (EOB/PC98) - improve final sequence (king scene) for enabled vsync option | 05 December 2021, 14:13:38 UTC |
8580624 | athrxx | 13 November 2021, 22:57:59 UTC | KYRA: (FM-Towns) - fix minor font glitch | 05 December 2021, 14:13:07 UTC |
df104ed | athrxx | 11 November 2021, 18:23:20 UTC | KYRA: (EOB/LOL) - reduce calls to updateScreen (to improve performance with enabled vsync option) | 05 December 2021, 14:11:44 UTC |
212509f | Martin Gerhardy | 05 December 2021, 11:00:33 UTC | TWINE: LBA1 DotEmu Enhanced (Steam) play wrong midi tracks https://bugs.scummvm.org/ticket/13133 | 05 December 2021, 11:10:14 UTC |
8c6e557 | Paweł Kołodziejski | 04 December 2021, 23:08:53 UTC | ENGINES: Allow to build without TINYGL enabled | 04 December 2021, 23:17:24 UTC |
b6a2145 | sluicebox | 01 December 2021, 06:32:03 UTC | SCI: Add workaround for SQ3 1.018 vocab bugs Big thanks to Threepwang for reporting this | 03 December 2021, 19:56:50 UTC |
90e1089 | Paul Gilbert | 03 December 2021, 04:35:30 UTC | NEWS: Mention Serrated Scalpel bell pull sound fix | 03 December 2021, 04:37:31 UTC |
e24284b | Torbjörn Andersson | 30 November 2021, 08:47:28 UTC | SHERLOCK: Workaround for bad doorbell sound in Serrated Scalpel The sound of the doorbell at Lord Brumwell's mansion is played at 1100 Hz. That has to be an error in the game data. The other sound effects I checked were usually 11000 Hz, and sometimes 22000 Hz. It's hard to tell by ear which one is correct here, but 11000 Hz seems to match the 3DO version quite well. This bug is present in the original DOS version, though less noticeably so. Perhaps the original audio driver clamps the sample rate to a reasonable interval? It still gets it wrong, but not as badly? This fixes bug #10838. | 03 December 2021, 04:36:48 UTC |
a772a3d | Paul Gilbert | 03 December 2021, 04:19:59 UTC | NEWS: Mention map glitch fix for Rose Tattoo | 03 December 2021, 04:21:56 UTC |
4cc2fc0 | Torbjörn Andersson | 30 November 2021, 09:01:32 UTC | SHERLOCK: Fix Rose Tattoo glitch when opening map When the map was displayed, there would often be a noticeable glitch where the map jumped from the upper left corner to the saved position. This removes that initial map display and relies on scrolling to always move it to the correct position. This fixes #10850 | 03 December 2021, 04:20:29 UTC |
b78976e | Paul Gilbert | 02 December 2021, 04:54:47 UTC | NEWS: Mention various Xeen sound fixes | 03 December 2021, 04:01:26 UTC |
d79b8ed | Benoit Pierre | 29 November 2021, 22:35:39 UTC | XEEN: fix sound settings not getting saved | 03 December 2021, 04:01:26 UTC |
8ef9439 | Benoit Pierre | 29 November 2021, 22:35:39 UTC | XEEN: fix toggling music back on | 03 December 2021, 04:01:26 UTC |
11cf3c4 | Benoit Pierre | 29 November 2021, 22:35:39 UTC | XEEN: fix missing music when loading a save from the main menu | 03 December 2021, 04:01:26 UTC |
73ac4d6 | Benoit Pierre | 29 November 2021, 22:35:39 UTC | XEEN: fix some sounds not being correctly muted when Efx is off | 03 December 2021, 04:01:26 UTC |