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2017-12-03FULLPIPE: Renames in ExCommandEugene Sandulenko
2017-12-03FULLPIPE: Added more debug output to the class loadingEugene Sandulenko
2017-12-03I18N: Update translations templatesThierry Crozat
2017-12-03SDL: Fix memory corruption when switching to/from 32-bit cursorsColin Snover
When a 32-bit cursor has the same size as an 8- or 16-bit cursor, the mouse surfaces were not being regenerated even though the 32-bit cursors have a different memory requirement. This lead to memory corruption as an inappropriate surface would be used for the other type of cursor. The shoe-horned 32-bit cursor support is clearly showing its scrappy nature here and probably ought to be revisited in the future if the SurfaceSdl graphics manager sticks around. Fixes Trac#10349, Trac#10350, Trac#10351.
2017-12-03GRAPHICS: Fix ManagedSurface clear calls when no surface is setPaul Gilbert
2017-12-03SCI: Avoid buffer overflow in amigamac sound driverWillem Jan Palenstijn
By default, frac_t is interpreted as signed. The resulting range isn't large enough to store offsets, so we interpret it as unsigned here instead. Fixes a crash in QfG1/Mac where instrument->loop_size is 49457.
2017-12-02PSP2: fix clipping and display quality for odd resolutions (Phantasmagoria)rsn8887
2017-12-02PSP2: fix odd resolutions on PSP2, fixes Phantasmagoriarsn8887
2017-12-02PSP2: fix building with latest SDL2 for Vitarsn8887
2017-12-02I18N: Update translations templatesThierry Crozat
2017-12-01BACKENDS: Fix shake position getting stuckColin Snover
If a game is doing a screen shake (for example, DOTT when the stereo is on), and the user does an RTL, the screen shake offset may get stuck if the engine does not reset it on shutdown. To avoid this in all cases, just always reset the screen shake whenever the graphics manager is told to switch to a new graphics mode.
2017-12-01SCUMM: Fix array overflow writing var when no current script is setColin Snover
This situation is triggered normally when _currentScript is 0xFF, but it could potentially also happen if _currentScript is some other number >= NUM_SCRIPT_SLOT, so the check is a bit more conservative than it might appear to need to be.
2017-12-01SCUMM: Fix signed integer overflow reading default v70HE cursorColin Snover
2017-12-01SCUMM: Fix buffer overflow reading default v70HE cursorColin Snover
2017-12-01SCUMM: Fix possible return of garbage valuesColin Snover
2017-12-01SCUMM: Fix UB shifting negative integers in ActorColin Snover
2017-12-01AUDIO: Fix UB shift of negative integer in AdLib driverColin Snover
2017-12-01COMMON: Fix UB shifting negative integersColin Snover
Compilers optimise these back into shifts on architectures where shifts of negative integers work the same as mul/div, so this solves the UB without actually causing any performance issue.
2017-12-01SCUMM HE: Fix UB shifting negative integersColin Snover
2017-12-01SCI: Partially clean up SCI16 video playback codeColin Snover
2017-12-02I18N: Update translation (Spanish)TomasM
Currently translated at 100.0% (960 of 960 strings)
2017-12-02FULLPIPE: Fix bug #10317: Save game metadata is missingEugene Sandulenko
2017-12-01I18N: Update translation (Spanish)TomasM
Currently translated at 100.0% (960 of 960 strings)
2017-12-01I18N: Update translation (Spanish)TomasM
Currently translated at 99.5% (956 of 960 strings)
2017-12-01FULLPIPE: Fix bug #10325: New game does not put back already picked up itemsEugene Sandulenko
2017-12-01I18N: Update translation (Spanish)TomasM
Currently translated at 98.6% (947 of 960 strings)
2017-12-01FULLPIPE: Fix bug #9673: Unable to move after loading a save from the title ↵Eugene Sandulenko
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2017-12-01FULLPIPE: Fix bug #9672: "Several inventory items highlighted at the same time"Eugene Sandulenko
2017-12-01I18N: Update translation (Swedish)hampusf
Currently translated at 100.0% (960 of 960 strings)
2017-11-30XEEN: Added enum for consumable types and party/bank usePaul Gilbert
2017-11-30I18N: Update translation (Swedish)hampusf
Currently translated at 99.8% (959 of 960 strings)
2017-11-30NEWS: Update German NEWS filerootfather
2017-11-29MAEMO: Update debian/changelogTarek Soliman
2017-11-29XEEN: Refactor FontSurface as ancestors of Window, not ScreenPaul Gilbert
This refactoring allowed Screen to now simply derive from Graphics::Screen, and several duplicated methods could be removed.
2017-11-29XEEN: Create Windows class to hold the windows arrayPaul Gilbert
2017-11-29XEEN: Split Window class into it's own filePaul Gilbert
2017-11-30I18N: Update translations templatesThierry Crozat
2017-11-30RELEASE: This is 2.1.0gitThierry Crozat
2017-11-29SDL: Don't use the window size hint for fullscreenBastien Bouclet
Prevents the opengl backend from changing mode when entering fullscreen for games with a window size hint. Fixes #10335. Closes gh-1074.
2017-11-29I18N: Update translation (Czech)Zbyněk Schwarz
Currently translated at 100.0% (960 of 960 strings)
2017-11-28SCI32: Fix crash starting KQ7 demoColin Snover
Fixes Trac#10343.
2017-11-28RISCOS: Attempt to reduce binary sizeCameron Cawley
2017-11-28RISCOS: Improve detection of absolute pathsCameron Cawley
2017-11-28RISCOS: Fix using filenames with spacesCameron Cawley
2017-11-28I18N: Update translation (Belarusian)Ivan Lukyanov
Currently translated at 100.0% (960 of 960 strings)
2017-11-28I18N: Update translation (Belarusian)Ivan Lukyanov
Currently translated at 100.0% (960 of 960 strings)
2017-11-28I18N: Update translation (Russian)Eugene Sandulenko
Currently translated at 97.6% (937 of 960 strings)
2017-11-28I18N: Update translations templatesThierry Crozat
2017-11-28EVENTS: Delay initializing the virtual keyboardBastien Bouclet
The virtual keyboard requires the backend to be fully initialized because it needs the display size. Fixes #10338.
2017-11-27SDL: Store fake mouse warp event in virtual coordinatesColin Snover
Normally, notifyMousePosition converts real mouse events into the virtual coordinate system, but events only get sent through notifyMousePosition if they are real events from SDL since that method also decides if the real mouse is inside the content area or not. As such, these fake events need to be pre-converted to virtual coordinates or else the wrong values are sent through to the engine when a scaler or AR correction is in use.