* 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
This commit is contained in:
seth 2017-10-05 04:26:35 +00:00
parent 36a414e12a
commit 7e962c97e0
10 changed files with 183 additions and 124 deletions

View file

@ -184,8 +184,8 @@ App::App()
m_bDidPostInit = false;
m_bHasDMODSupport = true;
//for mobiles
m_version = 1.86f;
m_versionString = "V1.8.6";
m_version = 1.87f;
m_versionString = "V1.8.7";
m_build = 1;
m_bCheatsEnabled = false;
@ -802,7 +802,7 @@ void App::OnScreenSizeChange()
{
SetupOrtho();
DinkOnForeground(); //rebuild lost surfaces
g_dglo.m_bForceControlsRebuild = true;
if (GetDinkGameState() != DINK_GAME_STATE_PLAYING)
{
PrepareForGL();