Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-12-26 | ZVISION: Slight cleanup | Filippos Karapetis | |
2014-12-25 | ZVISION: Normalize and cleanup all the menu-related enums | Filippos Karapetis | |
2014-12-25 | ZVISION: Move the menu code together with the other scripting code | Filippos Karapetis | |
2014-12-25 | ZVISION: Document where MIDI commands are used | Filippos Karapetis | |
2014-12-25 | ZVISION: Remove dead code, and fix bad usage of assert() | Filippos Karapetis | |
Since some compilers, like MSVC, strip out asserts in non-debug builds, it's a bad idea to perform active commands within assert() statements. In this particular case, the engine would attempt to open a file in an assert statement | |||
2014-12-25 | ZVISION: Use the search manager to open files in console commands | Filippos Karapetis | |
2014-12-25 | ZVISION: Remove dead code | Filippos Karapetis | |
2014-12-25 | ZVISION: Fix frame rate for RLF videos and remove hack in AnimationNode | Filippos Karapetis | |
_frameTime refers to msec, not ticks | |||
2014-12-25 | ZVISION: Resolve some TODOs | Filippos Karapetis | |
2014-12-25 | ZVISION: Document some of the ActionRegion effects | Filippos Karapetis | |
2014-12-25 | SCI: actor file format, add debug code kPortrait | Martin Kiewitz | |
2014-12-24 | ZVISION: Plug more memory leaks | Filippos Karapetis | |
2014-12-24 | ZVISION: Plug another memory leak. Some cleanup | Filippos Karapetis | |
2014-12-24 | ZVISION: Set all the internal graphics operations to use RGB555 (2/2) | Filippos Karapetis | |
This is the second part of the changes to make the engine use RGB555 internally again. This is done to simplify the rendering pipeline - the engine will use RGB555 internally, but will output to RGB565. The overall changes have been broken into two commits, with this commit finishing all the changes. This is needed, as the game uses RGB555 graphics internally, but its AVI animations (full screen and in-game) use RGB565 | |||
2014-12-24 | ZVISION: Set all the internal graphics operations to use RGB555 (1/2) | Filippos Karapetis | |
This is the first part of the changes to make the engine use RGB555 internally again. This is done to simplify the rendering pipeline - the engine will use RGB555 internally, but will output to RGB565. The overall changes have been broken into two commits, thus this first commit will break all the game colors | |||
2014-12-24 | ZVISION: Let the cursor manager do pixel format conversion for cursors | Filippos Karapetis | |
2014-12-24 | ZVISION: Introduce pixel formats for resources (555) and screen (565) | Filippos Karapetis | |
2014-12-24 | ZVISION: Disable unused code | Filippos Karapetis | |
2014-12-24 | ZVISION: Plug a memory leak | Filippos Karapetis | |
2014-12-24 | SCI: fix typo in comment for LSL3/German | Martin Kiewitz | |
2014-12-24 | SCI: added LSL3/German 5 1/4" floppy version | Martin Kiewitz | |
2014-12-24 | SCI: Silence a gcc warning | Matthew Hoops | |
2014-12-24 | VIDEO: Fix check to see if the frame rate is a whole number | Matthew Hoops | |
Thanks to Marisa-Chan for spotting | |||
2014-12-24 | ZVISION: Remove duplicate code | Filippos Karapetis | |
2014-12-24 | ZVISION: Remove dead code | Filippos Karapetis | |
2014-12-24 | ZVISION: Add a hack to set the correct frame delay for RLF videos | Filippos Karapetis | |
Also, use Common::Rational to avoid using floating point math | |||
2014-12-23 | ZVISION: Handle animation rewinding outside the RLF encoder | Filippos Karapetis | |
2014-12-23 | ZVISION: Spacing | Filippos Karapetis | |
2014-12-23 | ZVISION: Add error checking when loading in-game animations and videos | Filippos Karapetis | |
2014-12-23 | ZVISION: Limit the engine delay, even when a custom frame rate is set | Filippos Karapetis | |
2014-12-23 | ZVISION: Disable more unused code | Filippos Karapetis | |
2014-12-23 | ZVISION: Disable unused code | Filippos Karapetis | |
2014-12-23 | ZVISION: Clamp the rotation velocity to never be zero | Adrian Astley | |
Before, if we set the in-game preferences to have very low rotation speed, the velocity ends up always being 0 - 0.99 Hence, when we convert back to an int, everything gets truncated to zero. Therefore, we clamp, in order to ensure the user can always move, no matter which setting they use. | |||
2014-12-23 | ZVISION: Use Common::Rational to simplify fixed point math | Adrian Astley | |
2014-12-23 | ZVISION: Remove unnecessary math | Adrian Astley | |
2014-12-23 | ZVISION: Fix some buffer overruns with the usage of sscanf() | Filippos Karapetis | |
2014-12-23 | ZVISION: Add a comment about the special 0xCCCC character | Filippos Karapetis | |
2014-12-23 | ZVISION: Move all of the text related code together | Filippos Karapetis | |
2014-12-23 | ZVISION: Ignore the special 0xCCCC character in subtitles | Filippos Karapetis | |
This seems to be used as a newline character | |||
2014-12-23 | Merge pull request #552 from pinotree/reduce-maxpathlen | Filippos Karapetis | |
Reduce MAXPATHLEN usage | |||
2014-12-22 | AGI: use shorter sizes for buffers | Pino Toscano | |
Instead of allocate them with MAXPATHLEN as size, just give them the size for the data that are going to be written on them. | |||
2014-12-22 | DRASCULA: use Common::String::format when possible | Pino Toscano | |
Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer. | |||
2014-12-22 | AGI: use Common::String::format when possible | Pino Toscano | |
Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer. | |||
2014-12-23 | ZVISION: Spacing | Filippos Karapetis | |
2014-12-23 | ZVISION: Remove leftover warning | Filippos Karapetis | |
2014-12-23 | ZVISION: Avoid using color masks for in-game animations | Filippos Karapetis | |
This fixes the transparency for some in-game animations. Since colors can be truncated with color masks, and since accurate colors are required for transparency, color masks can't be used. This fixes the transparency of the in-game item examination interface in ZGI | |||
2014-12-23 | ZVISION: Limit the default engine delay for all animations | Filippos Karapetis | |
This fixes the lag between frames for all in-game animations with a default frame delay | |||
2014-12-23 | ZVISION: Fix regression from commit 3806aa4418 | Filippos Karapetis | |
2014-12-23 | ZVISION: Remove dead code | Filippos Karapetis | |
2014-12-22 | ACCESS: Move variable from Room manager to local function | Strangerke | |