* Added "If a .dmod file is put in the Dink HD directory (where the .exe is), it will be automatically installed and then deleted" to readme.txt
* Dialog box rendering was off a few pixels due to me forgetting to remove some tests I did, fixed * Black at index 255 and white at index 0 is now forced during bmp loading. Windows does it, photoshop doesn't, but older versions of Dink (directx) seemed to do it so going with that * Invalid sprite sent to freeze/unfreeze will no longer crash the game (bug was also in original 1.08) * Added hardening to check valid input on many script functions, will stop "sometimes" crashes based on bad scripting as well as log them * Crash logging should show correct function names. I mean it this time! - Some mobile related files added now that I'm starting to work on that side too git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1512 353e56fe-9613-0410-8469-b96ad8e6f29c
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@ -37,6 +37,8 @@ IDirectDrawSurface * LoadBitmapIntoSurface(const char *pName, eTransparencyType
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pSurf->m_pSurf = new SoftSurface;
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//bUseCheckerboardFix = true;
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pSurf->m_pSurf->SetForceBlackAndWhiteOnBmpPalettes(true);
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if (pMem)
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{
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#ifdef _DEBUG
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