Asher Gordon AsDaGo

AsDaGo 推送了 master 分支的代码到 AsDaGo/sgt-puzzles

  • d57e232e2b midend_get_prefs: Don't free memory that we just copied elsewhere. We were using free_cfg(be_prefs) after we copied be_prefs to all_prefs, but we actually want to use sfree(be_prefs) since we don't want to free each element that has been copied. None of the games so far use string preferences, which is why they haven't been affected by this bug.
  • 9e4e15fda2 Use the standard game_mkhighlight in Same Game This should ensure that the cursor is visible on the background.
  • d4d8e5bfc8 Same Game: darken light colours to make keyboard cursor visible The keyboard cursor in Same Game is white. The default yellow, cyan, and light green were light enough to make the cursor hard to see. I've darkened them all (without changing their hues) so that the cursor is acceptably visible. This doesn't leave an ideal set of colours, but they are at least still adequately distinct from one another.
  • 6de17a7511 Refactor the new icon installation code. It's horribly repetitive, and we had a list of all the icons' pixel sizes anyway!
  • c99fbed8c9 Install the icons to the right location on Linux That way, any application displaying the .desktop with its icon will pick the icon size it deems the best one for the current rendering. See the Icon Theme Specification: https://specifications.freedesktop.org/icon-theme-spec/latest/ar01s07.html Signed-off-by: Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
  • 对比 653 次代码提交 »

1 年之前

AsDaGo 推送了 master 分支的代码到 AsDaGo/berusky2

4 年之前

AsDaGo 推送了标签 berusky2-0.9AsDaGo/berusky2

4 年之前

AsDaGo 推送了标签 berusky2-0.8AsDaGo/berusky2

4 年之前

AsDaGo 推送了标签 berusky2-0.5AsDaGo/berusky2

4 年之前

AsDaGo 推送了标签 berusky2-0.4AsDaGo/berusky2

4 年之前

AsDaGo 推送了标签 berusky2-0.3AsDaGo/berusky2

4 年之前

AsDaGo 推送了标签 berusky2-0.12AsDaGo/berusky2

4 年之前

AsDaGo 推送了标签 berusky2-0.10AsDaGo/berusky2

4 年之前

AsDaGo 推送了 master 分支的代码到 AsDaGo/berusky2

  • 7f3614a4d3 Bump version number to 0.12.
  • 6aee603dbc Don't allow duplicate player names. If two players have the same name, this can be very confusing for the user, since the players will be displayed with the same name in the menu, making it impossible to tell them apart. So if the user tries to create a player with a name that already exists, then tell the user that it's a duplicate and don't allow the user to create the player.
  • 628af3c028 Update NEWS file. Move changes made after commit 87ae020 "Added more contributors to credits, version up to 0.11" to 0.12.
  • 3a245ef602 Use the default values for new settings rather than guessing them. After the new data installation, the new directory paths will not be related to the old APAK locations. So instead, use default values. Still remove old settings if they are equal to the default values.
  • 对比 4 次代码提交 »

4 年之前

AsDaGo 推送了 master 分支的代码到 AsDaGo/berusky2

  • 8d29454602 Don't try to guess the extension of files that cannot be loaded. If an extension was guessed, this can cause problems when a level is restarted, because the texture will be loaded again even if it was already loaded. This is because the name of the texture with the extension as it was read from the file will be matched against the name of the texture with the guessed extension. Since these are different, the texture will be loaded again.

4 年之前

AsDaGo 推送了 master 分支的代码到 AsDaGo/berusky2

  • 1275fe87f1 Fix compatibility with old INI files. Try and figure out the values of the new settings (texture_dir0, etc.) from the old settings (texture_file0, etc.) if the new settings are not available. Also delete the old settings from the INI file, unless it looks like the user might not want them deleted (if they are different from the default/new settings). Since we might need to delete some settings, we need a way to delete them. Make ini_write_string_section() delete the setting if 'p_value' is NULL. Also remove the 'data_subdir' setting. That is no longer very useful since all data is directly under the 'data_dir' directory.
  • b41a785d30 Change BMP file references to PNG files. Since the BMP files have been converted to PNG in the data directory, we need to reference the new PNG files rather than the old BMP ones. Screenshots are still in BMP format. I don't think it's possible (or at least easy) to save PNG screenshots with SDL.
  • 85dd6dccbe Replace VERZEHI and VERZELO with VERSION from config.h.
  • 对比 3 次代码提交 »

4 年之前

AsDaGo 推送了 master 分支的代码到 AsDaGo/berusky2

  • 87222bd7fe Update TODO list. The crash at level20.lv6 is fixed, and there are some issues with water ripples and fog.

4 年之前

AsDaGo 推送了 master 分支的代码到 AsDaGo/berusky2

  • 7f72e989d3 Remove APAK files from po/POTFILES.in. I forgot to do this in commit e26fa2a, and it was preventing 'make dist' from working.
  • 3cb8fecba1 Remove iLanguageVersion ('languageid' in the INI file). According to Martin Stránský, "it was intended for internet distribution where the game might be distributed by parts and it does not have any use now."
  • 对比 2 次代码提交 »

4 年之前

AsDaGo 推送了 master 分支的代码到 AsDaGo/berusky2

  • 188881ffbe Save a screenshot on SIGUSR1. This way, the user can save a screenshot even if the game is not running a level.

4 年之前

AsDaGo 推送了 master 分支的代码到 AsDaGo/berusky2

  • e31aa2b0e2 Raise the bug's shadow slightly. In level 323, when the bug walks near the edge closest to the exit, the bug's shadow is not fully shown. Raising the bug's shadow slightly fixes this, and, unlike for the selection circle, the extra height is not noticeable. And unlike in level 32, we can't just raise the 'y_start' field of the level header, because then things start getting weird.
  • d10248b539 Raise the y axis increment a bit more for shadows, etc. This fixes an issue in level 25, where the selection circle is cut in half. It also fixes an issue in level 32, so we don't need to change the level header of level 32 anymore.
  • 80e0b1683a Fix FLT_MAX being used instead of -FLT_MAX and vice versa. I fixed this for pe_updatuj_kour_stopa() in commit 3167ce9. However, other functions were still using the incorrect values. Unfortunately, I haven't been able to test this change, since it seems that the other functions are never called for the levels I tested. However, I do believe that the new values are correct, since they were correct in pe_updatuj_kour_stopa(), and it would be strange if 'p_min' is greater than 'p_max'.
  • 对比 3 次代码提交 »

4 年之前

AsDaGo 推送了 master 分支的代码到 AsDaGo/berusky2

  • a3a5c917b6 Enable save and demo file deletion. Add a delete button to the save and demo loading dialogs in the main screen. When the user clicks the delete button, a conformation menu will come up and if the user confirms, the save or demo file will be deleted. Note that the delete button is only available from the load dialog in the main screen. It is not available from the in-level load dialog.
  • acbda25dd1 Enable save and demo file deletion. Add a delete button to the save and demo loading dialogs in the main screen. When the user clicks the delete button, a conformation menu will come up and if the user confirms, the save or demo file will be deleted. Note that the delete button is only available from the load dialog in the main screen. It is not available from the in-level load dialog.
  • 对比 2 次代码提交 »

4 年之前

AsDaGo 推送了 master 分支的代码到 AsDaGo/berusky2

  • acbda25dd1 Enable save and demo file deletion. Add a delete button to the save and demo loading dialogs in the main screen. When the user clicks the delete button, a conformation menu will come up and if the user confirms, the save or demo file will be deleted. Note that the delete button is only available from the load dialog in the main screen. It is not available from the in-level load dialog.
  • ed6556bf07 Remove redundant increments to the height of shadows, etc. These increments are not required because we already increment them in kom_flek_zmen(). Also change the increment back from 0.1 to 0.001. In commit 020512e, I changed the increment to fix level 32, but it turns out that the new increment makes the bug selection circle noticeably higher. So revert that change, and instead fix level 32 itself instead.
  • 对比 2 次代码提交 »

4 年之前

AsDaGo 推送了 master 分支的代码到 AsDaGo/berusky2

  • 29131f0e49 Fix buffer overflow in am_Create_Fairies().

4 年之前

AsDaGo 推送了 master 分支的代码到 AsDaGo/berusky2

  • 020512e7da Eliminate y-axis fighting in level 32 (and possibly others). When you look straight down at a shadow in level 32, it disappears. I'm not sure why this only happens in level 32 (maybe others I haven't checked), but raising the shadow up a bit more along the y axis seems to do the trick. The extra height is not noticeable, and the shadow still appears to be on the ground.

4 年之前