Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-01-04 | DIRECTOR: Fix margins on shape rendering | Scott Percival | |
2020-01-04 | DIRECTOR: Render shapes with transparency | Scott Percival | |
2020-01-04 | BACKENDS: Fix the DS, GameCube and Wii builds | Bastien Bouclet | |
2020-01-04 | GUI: Bump the theme format version | Bastien Bouclet | |
2020-01-04 | GUI: Use a dialog theme layout for the unknown game dialog | Bastien Bouclet | |
2020-01-04 | GUI: Add finer control over cross-direction alignment for layout items | Bastien Bouclet | |
Previously it was only possible to specify whether items where aligned to the start or centered in the cross direction of the layouts. It is now additionally possible to align the items to the far end of the cross direction or to resize them to match the size of the layout. Terminology and behavior are loosely based on CSS's flexbox containers. | |||
2020-01-04 | GUI: Introduce dynamic layouts | Bastien Bouclet | |
Prior to this change, a GUI layout was only affected by the screen size. Now, a layout can additionally be influenced by the GUI dialog and widgets that uses it. This capability is leveraged to implement the following features: * Layout elements that are not bound to a GUI widget do not take space. This means that dialogs where the widgets shown depend on for example a feature being enabled at configure time no longer have blank spaces. * Widgets can define a minimal required size for their contents not to be cut. For now this is only used for buttons so their width is always sufficient for their caption not to be cut. This mechanism could be applied to other widget types in the future. | |||
2020-01-04 | DIRECTOR: Inherit color, line size and pattern from shape cast | Scott Percival | |
2020-01-04 | DIRECTOR: Fix kCastMemberSprite to fetch shape from cast | Scott Percival | |
2020-01-04 | PRINCE: I18N: Update translation (Russian) | Eugene Sandulenko | |
Currently translated at 100.0% (2757 of 2757 strings) | |||
2020-01-04 | PRINCE: I18N: Update translation (English) | Eugene Sandulenko | |
Currently translated at 85.5% (2358 of 2757 strings) | |||
2020-01-04 | DIRECTOR: LINGO: 'version' returns string, not an integer | Eugene Sandulenko | |
2020-01-03 | SCI32: Fix GK2 Chapter 4 Georg letter topic | sluicebox | |
2020-01-03 | SCI32: Add KQ7 Russian (SoftClub) detection entry | sluicebox | |
Trac #11302 | |||
2020-01-03 | GUI: Fix label drawing on top of PopUpWidget in updates dialog | Bastien Bouclet | |
Fixes #11271. | |||
2020-01-03 | KYRA: minor AdLib driver fix | athrxx | |
This commit extends a fix that was previously limited to the EOB games. It seems that the later games can also have situations where this becomes necessary (e. g. I noticed that the HOF title music went missing when aborting the intro via left click). | |||
2020-01-03 | KYRA: (HOF) - minor cleanup | athrxx | |
2020-01-03 | CRYO: Remove dead code | Cameron Cawley | |
2020-01-03 | KYRA: (HOF) - fix speech/sfx priority (bug #11301) | athrxx | |
It doesn't come as a big surprise that the original handles this more or less in the same manner as LOL. The Kyra games usually don't play many sfx at once. That's probably the reason why this never came up before. | |||
2020-01-03 | GRAPHICS: MACGUI: Further work on MacEditableText | Eugene Sandulenko | |
2020-01-02 | SCI32: Add GK2 workaround for flag debug dialog | sluicebox | |
2020-01-02 | SCI32: Fix GK2 Neuschwanstein castle hint | sluicebox | |
2020-01-02 | OPENGL: Ensure surfaces created by saveScreenshot are the right way up | Cameron Cawley | |
2020-01-02 | GRAPHICS: Add a function to vertically flip surfaces | Cameron Cawley | |
2020-01-02 | PRINCE: I18N: Update translation (English) | Eugene Sandulenko | |
Currently translated at 83.5% (2303 of 2757 strings) | |||
2020-01-02 | DIRECTOR: LINGO: Fix comment | Eugene Sandulenko | |
2020-01-02 | GRAPHICS: MACGUI: Initial code for MacEditableText | Eugene Sandulenko | |
2020-01-02 | DIRECTOR: Fix crash on exit | Eugene Sandulenko | |
2020-01-02 | DIRECTOR: Create dummy Shared Cast when there is none present | Eugene Sandulenko | |
2020-01-02 | SCUMM: (iMUSE/Amiga) - improve sound driver destructor | athrxx | |
2020-01-02 | NEWS: Update German NEWS file | Lothar Serra Mari | |
2020-01-02 | KYRA: (EOB) - fix minor graphics glitch | athrxx | |
(y-coords for certain doors off by a few pixels) | |||
2020-01-01 | DIRECTOR: LINGO: Fix 'the cast' director version | Eugene Sandulenko | |
2020-01-01 | DIRECTOR: LINGO: Improved lexer debug output | Eugene Sandulenko | |
2020-01-01 | STARTREK: Simplify the input box cursor code | Filippos Karapetis | |
2020-01-01 | SCUMM: fix loop counter type | BLooperZ | |
2020-01-01 | SCUMM: use reliable types in fake bidi | BLooperZ | |
2020-01-01 | DIRECTOR: Implement kTheMouseH and kTheMouseV | Scott Percival | |
2020-01-01 | DIRECTOR: Improve path converting | Eugene Sandulenko | |
2020-01-01 | DIRECTOR: Use current path for navigating between movies | Eugene Sandulenko | |
2020-01-01 | DIRECTOR: Fix cast id references | Eugene Sandulenko | |
2020-01-01 | DIRECTOR: Load Shared Cast from movie directory | Eugene Sandulenko | |
2020-01-01 | DIRECTOR: LINGO: Add cb_v4putvalue, casting support for REFERENCE | Scott Percival | |
2020-01-01 | ENGINES: Copy the data referenced by QualifiedGameDescriptor | Bastien Bouclet | |
The engineId, gameId and description come from static data in the game engines. When the game engines are compiled as dynamic plugins, the QGD structure may outlive the engine plugin. Making a copy ensures the data remains available. Fixes #11292. | |||
2020-01-01 | DIRECTOR: LINGO: Re-add go as a builtin for v4 | Scott Percival | |
2020-01-01 | DIRECTOR: LINGO: Add wrapper for executing script handlers | Scott Percival | |
2020-01-01 | DIRECTOR: Move more enums to types.h | Eugene Sandulenko | |
2020-01-01 | JANITORIAL: Fix table formatting | Eugene Sandulenko | |
2020-01-01 | DIRECTOR: LINGO: Moved all built-ins to separate namespace | Eugene Sandulenko | |
2020-01-01 | DIRECTOR: LINGO: Replace LC class with namespace | Eugene Sandulenko | |