- wrong actor placement during give animation
- annoying kid is walking like a crab
- When play first with franklin the icon is a ghost
- When willie snore, his head vanishes (lips contains head1 and 2 but not the anim)
- In closeup room, the actor seems to walk
- failed to get object: FUNCTION [createSpeckOfDust()] Helpers.bnut line [2072], enteredRoom()] Helpers.bnut line [1467], NATIVE line [-1], QuickiePalOutside.bnut line [156], NATIVE line [-1], MainStreet.bnut line [749]
- failed to get object or actor: animateBirdObject()] Vista.bnut line [128]
- inventory_slot indicates where the inventory object should be present in the inventory
- text and speech: language is not translated
- Save game should be disabled in start screen/options
- pizza code is almost not visible
- weird animation when climbing stairs in the library
- the camera constraints are not correct in the library
- when we se the elevator in the van, we don't see the actor
- Delores cannot pickup SR-01 programming book
- Delores cannot take the key in the workshop
- The pigeon van should arrive in front of the hotel
- Cannot give pigeons card to hotel manager
- Voice not hear in dialog
- text and speech: language is not centered when changed
- sound and focus events for the underlying menu
- the hitbox for the yes and no button in the quit dialog starts a few pixels too low
- main menu is not translated if language is changed
- strcrc should return an integer not a string
- when ransome pushes the trampoline, it never ends
- Delores cannot guess the number to decode the will
- the walkbox in cemetery is wrong (at the end of the path)
- strlast not implemented
- clock movement is incorrect in mansion entry
- failed to get text: BStreet.bnut line [221]: sayLine("@28912", (_ringPhoneTID ? "@28999" : null))
- postal worker cutscene does not end
- weird animation when climbing stairs in the mansion library
- Franklin shouldn't be touchable before becoming a ghost
- When postal worker gives the letter to Delores, the cutscene is never ending
- Weird animation when agents go up in the bus
- When using bloodtron, the light is not correct and the flashing light is not working
- When Delores in the pillowtron, the ghost effect with franklin does not work
- When Delores use pickup verb, Delores walks
- Each time we enter a room with a fan, the fan rotation has a weird rotation
- actors sounds are still played when changing room
- PhoneBook.bnut line [186] objectState(previous_button, OFF) can be null
- ThimbleCon.bnut line [500] actorDistanceWithin(batdork, nextSpot ) not implemented
- The phone book in the library is empty (correct after loading game)
- When using map the actor is big
- We should be able to talk to agents
- When we give an object, the give verb is still active
- Array shuffle returns an array of array
- After the bridge cutscene video, if we go back to the bridge, the room is black
- actor is not in the good direction when entering a room
- actor still walks when changing room
- actor still walks when switching actors
- When calling radio station the answers are "$answer1", "$answer2" and so on
- It's not possible to awake the coroner in his office
- Dave should move
- Reyes cannot give a map to Ray
- Ray or Reyes should watch the van
- Franklin cannot leave his hotel room
- when we use the notebook, the text is not at the correct position
- in closeup room, go to the options menus, savegame should be disabled
- hide sentence when HUD in not visible
- verb is not reset when executed
- all actor's text are White
- actors don't respect useWalkboxes
- when franklin enters in the Hotel's lobby, Reyes should not be visible
- actor does not climb but walk on the ladder
- we don't see Chuck in the tvs in LaserHall
- PillowTronEndDialog never ends
- sayLine crash with an array
- Franklin cannot go through doors
- Ransome cannot give the floppy disk to Delores
- Chuck computer text is not translated
- Clara in the elevator should not be visible
- cannot press buttons in the elevator
- Franklin cannot put on his glasses
- wrong number of args when opening elevator
- actor is not visible in countymap
- no camera pan in the hotel
- actor is not moving in countymap
- crash when using countymap
- when using copytron, the game is frozen
- if you take once the map in the Nickel news then you can't leave the room
- hide debug tools by default and allow toggle
- it's not possible to give the letter to chuck
- Delores dance never ends
- Delores dance is buggy
- Fix delores using letter on mailbox
- ransome can't pickup his money in the safe (again)
- loading a game can crash when loading selectableActors
- fix camera position when delores use doors in the mansion hall
- (drinking sound)sip sip sip sip in dialog
- Ransome has no face when using gel
- Ransome loses his makeup
- Ransome can't take his makeup
- Ransome can't give his money to Carney
- not possible to pickup money in ransome trailer
- change actor's facing do nothing
- lips don't move anymore
- we should reset actor's follow during cutscene
- we shouldn't see cursor during cutscene
- crash if sayline with only space characters
- sometimes when actor is walking, the actor stops but the animation walking is still running
- actor sometimes disappears
- actor switcher should be not available during cutscene
- actor switcher should be not available during dialog
- dialog with coroner is never ending
- some inventory objects are empty
- empty inventory icon has 1 white pixel
- inventory icon is all white
- walkto keep the actor in memory stack
- when walk down or up, we should see the face or back of the actor
- after loading a savegame actors aren't visible
- {notalk} makes the actor disappear
- in closeup room the actor switcher should allow to go to the options menus, actors are disabled
- when we are in a closeup room, we can still move the current actor
- when we talk to Sandy, the actor is walking to the wrong spot
- when we talk to Sandy, the dialog stops before the end
- when walking the actor is wearing a hat sometimes ???
- script error when using agent badge
- selecting an actor does not switch room
- menu hotspot is wrong
- inventory hotspot is wrong
- dialog choice hotspot is wrong
- invalid talk offset (with pigeon brothers for example)
- wheels are missing in pigeons van
- when actor is switched, the verb colors are wrong
- after a cutscene, the current room is not where the actor is
- sheriff animation flip_coin3 crashs
- objectAlphaTo can be called with null as argument
- invalid room size
- when using camera on cadaver, the actor says there is no more film inside
- an actor can give something to itself
- dialog text can contains this " instead of "
- when using a door, the actor is no more in the current room
- crash with "trying to set 'thread'"
- actor's head is 1 pixel offset
- walk fast does not work
- bug use verb mouse down
- layer 1 pixel offset :(
- tutorial objects are in background
- cursor text is too big
- some triggers don't work
- UI dialogs
- Options
- Video
- safe area
- ransome unbeeped
- Help
- Intro (back: back to options even from mainmenu)
- Mouse tips (back: back to options even from mainmenu)
- Controller tips (back: back to options even from mainmenu)
- Controller map (back: back to options even from mainmenu)
- Keyboard map (back: back to options even from mainmenu)
- Save game (enabled only in game)
- Load game (back: go back to main menu or game)
- Sound
- Controls
- Text & Speech
- Video
- the background is greyed out (and is inactive)
- Main menu (StartScreen) does not pause game
- pause game (cursor is changed)
- quit game (is over options, background is darker, no: go back to main menu or options)
- Options
- dialogs
- choice anim
- expressions
- waitfor
- allow objects
- override
- goto
- code
- choice
- say
- pause
- dialog
- shutup
- waitwhile
- limit
- parrot
- conditions
- code
- once
- show once
- once ever
- temp once
- choice slide when too long
- yack intepreter
- yack parsing
- draw choices
- allow to choose a sentence
- hide choices after having chosen a sentence
- disable input during dialog
- use actor colors
- hide cursor text* [ ] achievements
- input
- command handlers
- ToggleHud
- ShowHotspot
- ToggleDebug
- PauseGame
- SkipCutscene
- SkipText
- ShowOptions
- SelectChoice1
- SelectChoice2
- SelectChoice3
- SelectChoice4
- SelectChoice5
- SelectChoice6
- SelectActor1
- SelectActor2
- SelectActor3
- SelectActor4
- SelectActor5
- SelectActor6
- SelectPreviousActor
- SelectNextActor
- verbs shortcuts
- input mapping
- command handlers
- shaders
- lighting shader
- object shader
- room effects
- EGA
- VHS
- b/w
- sepia
- ghost
- room fade
- IN
- OUT
- WOBBLE
- WOBBLE sepia
- verb shader
- HUD
- fade
- actor selection
- fade transition when switchin actors
- actor switch
- verbs
- highlight default verb
- draw verbs
- mouse text repositioned
- when sentence is set to classic the cursor change over objects/actors
- inventory
- scroll
- inventory item animation
- mouse zsort
- mouse cursor
- resource management
- ref counting with resource management
- if a resource name contains "_en" then replace by the selected language: texture, spritesheet, ThimbleweedText_en.tsv, loadArray
- audio
- support italian voiceover
- sound position
- talk
- sound
- music
- camera
- advanced camera movement
- camera follow actor
- camera pan
- actor
- actor reach animation
- actor costume
- actor animations
- actor walking
- path finding
- animation
- animation offsets
- zsort
- scaling
- walk facing
- final facing
- walkboxes
- actor blink
- actor talking
- talking speed should be adjustable
- actor lips movement
- change state if in {}
- replace " by "
- ignore text if in ()
- ignore #M or #F at the end of a text
- sound
- actor walk fast
- logging
- add colors to console
- file log: ng.log (all levels) and errors.log (only for warnings and errors)
- console
- debug tool console
- preferences
- private preferences (achievement)
- user preferences
- temp preferences (debug)
- sentence
- classic sentence
- use lookat verb for inventory object
- use flag: with, in, on
- use flag: giveto
- cursor verb should be reset (walk to) when action is executed or cancelled
- debug tools (dear imgui)
- shortcuts to show/hide
- preferences to enable debug tools
- console
- dump variables
- input
- log
- general
- objects
- actors
- room
- textures
- threads
- sounds
- cutscene
- cutscene UI (ESC)
- cutscene override
- triggers
- room trigger should be called in a thread (to be breakable)
- sound triggers
- script
- squirrel bindings
- easy squirrel constants bindings
- change thread management in order to use only 1 thread
- test object hierarchy: scene graph ?
- text
- horizontal alignment
- vertical alignment
- continuous integration
- actorAlpha
- actorAnimationNames
- actorAnimationFlags
- actorAt
- actorBlinkRate
- actorColor
- actorCostume
- actorDistanceTo
- actorDistanceWithin
- actorFace
- actorHidden
- actorHideLayer
- actorInTrigger
- actorInWalkbox
- actorLockFacing
- actorPlayAnimation
- actorPosX
- actorPosY
- actorRenderOffset
- actorRoom
- actorShowLayer
- actorSlotSelectable
- actorStand
- actorStopWalking
- actorTalkColors
- actorTalking
- actorTalkOffset
- actorTurnTo
- actorUsePos
- actorUseWalkboxes
- actorVolume
- actorWalking
- actorWalkForward
- actorWalkSpeed
- actorWalkTo
- addSelectableActor
- createActor
- flashSelectableActor
- isActorOnScreen
- isActorSelectable
- is_actor
- masterActorArray
- mumbleLine
- sayLine
- sayLineAt
- selectActor
- stopTalking
- triggerActors
- verbUIColors
- activeVerb
- adhocalytics
- arrayShuffle
- assetExists
- cameraAt
- cameraBounds
- cameraFollow
- cameraInRoom
- cameraPanTo
- cameraPos
- chr
- cursorPosX
- cursorPosY
- distance
- exCommand EX_ALLOW_SAVEGAMES
- exCommand EX_POP_CHARACTER_SELECTION
- exCommand EX_AUTOSAVE
- exCommand EX_AUTOSAVE_STATE
- exCommand EX_BUTTON_HOVER_SOUND
- exCommand EX_CAMERA_TRACKING
- exCommand EX_FORCE_TALKIE_TEXT
- exCommand EX_IDLE_TIME
- exCommand EX_OPTIONS_MUSIC
- exCommand EX_RESTART
- exCommand EX_SHOW_OPTIONS
- findScreenPosition
- frameCounter
- getPrivatePref
- getUserPref
- in_array
- incutscene
- indialog
- inputVerbs
- int
- is_array
- is_function
- is_string
- is_table
- loadArray
- markAchievement
- markProgress
- markStat
- ord
- pushSentence
- random
- randomfrom
- randomOdds
- randomodds
- randomseed
- refreshUI
- screenSize
- setAmbientLight
- setDebugger
- setPrivatePref
- setUserPref
- setVerb
- startDialog
- stopSentence
- strcount
- strcrc
- strfind
- strfirst
- strlast
- strlines
- strreplace
- strsplit
- translate
- addCallback
- addTrigger
- clampInWalkbox
- createLight
- lightBrightness
- lightConeAngle
- lightConeDirection
- lightConeFalloff
- lightCutOffRadius
- lightHalfRadius
- lightTurnOn
- lightZRange
- definePseudoRoom
- defineRoom
- enableTrigger
- enterRoomFromDoor
- findRoom
- masterRoomArray
- removeCallback
- removeTrigger
- roomActors
- roomEffect
- EFFECT_NONE
- EFFECT_SEPIA
- EFFECT_EGA
- EFFECT_VHS
- EFFECT_GHOST
- EFFECT_BLACKANDWHITE
- roomFade
- FADE_IN
- FADE_OUT
- FADE_WOBBLE
- FADE_WOBBLE_TO_SEPIA
- roomLayer
- roomOverlayColor
- roomRotateTo
- roomSize
- walkboxHidden
- activeController
- addFolder
- breakhere
- breaktime
- breakwhileanimating
- breakwhilecamera
- breakwhilecutscene
- breakwhiledialog
- breakwhileinputoff
- breakwhilerunning
- breakwhilesound
- breakwhiletalking
- breakwhilewalking
- cutscene
- cutsceneOverride
- dumpvar
- gameTime
- include
- inputHUD
- inputOff
- inputOn
- inputSilentOff
- inputState
- inputController
- isInputOn
- logEvent
- logInfo
- logWarning
- microTime
- moveCursorTo
- rawsafeget
- startglobalthread
- startthread
- stopthread
- threadid
- threadpauseable
- createObject
- createTextObject
- deleteObject
- findObjectAt
- is_object
- isInventoryOnScreen
- isObject
- jiggleInventory
- jiggleObject
- loopObjectState
- objectAlpha
- objectAlphaTo
- objectAt
- objectBumperCycle
- objectCenter
- objectColor
- objectDependentOn
- objectFPS
- objectHidden
- objectHotspot
- objectIcon
- objectLit
- objectMoveTo
- objectOffset
- objectOffsetTo
- objectOwner
- objectParallaxLayer
- objectParent
- objectPosX
- objectPosY
- objectRenderOffset
- objectRoom
- objectRotate
- objectRotateTo
- objectScale
- objectScaleTo
- objectScreenSpace
- objectShader
- objectSort
- objectState
- objectTouchable
- objectUsePos
- objectUsePosX
- objectUsePosY
- objectValidUsePos
- objectValidVerb
- pickupObject
- pickupReplacementObject
- playObjectState
- popInventory
- removeInventory
- setDefaultObject
- shakeObject
- stopObjectMotors
- actorSound
- defineSound
- fadeOutSound
- isSoundPlaying
- loadSound
- loopMusic
- loopObjectSound
- loopSound
- masterSoundVolume
- musicMixVolume
- playMusic
- playObjectSound
- playSound
- playSoundVolume
- soundMixVolume
- soundVolume
- stopAllSounds
- stopMusic
- stopSound
- talkieMixVolume