* Savestates should now properly restore the background in dmods that use mouse controls and tiles at the same time
* Some tweaks with when mouse buttons are processed (only in mouse cursor modes or a dialog menu) * Misc work on touch controls to prepare for the mobile releases * Added some names to credits (if you notice I added anybody twice or would rather be credited a different way or not at all, let me know!) * Fixed bug that could sort of over-write random data if more than 100 sprites were active.. wow, bad git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1518 353e56fe-9613-0410-8469-b96ad8e6f29c
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10 changed files with 183 additions and 124 deletions
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@ -184,8 +184,8 @@ App::App()
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m_bDidPostInit = false;
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m_bHasDMODSupport = true;
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//for mobiles
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m_version = 1.86f;
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m_versionString = "V1.8.6";
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m_version = 1.87f;
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m_versionString = "V1.8.7";
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m_build = 1;
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m_bCheatsEnabled = false;
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@ -802,7 +802,7 @@ void App::OnScreenSizeChange()
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{
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SetupOrtho();
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DinkOnForeground(); //rebuild lost surfaces
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g_dglo.m_bForceControlsRebuild = true;
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if (GetDinkGameState() != DINK_GAME_STATE_PLAYING)
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{
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PrepareForGL();
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