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2016-07-27SCI32: Fix backwards kFrameOut throttle timingsColin Snover
2016-07-27SCI32: Handle remap data outside the game's remap rangeColin Snover
2016-07-27WAGE: Move some code in saveGame()Alexander Tkachev
Now flags, version, description and thumbnail are added in the end of the file, thus making saves compatible with original ones.
2016-07-27WAGE: Refine saveGame() once moreAlexander Tkachev
_resourceId is added to entities, so saveGame() can access these ids and save them.
2016-07-27WAGE: Add World's _signatureAlexander Tkachev
2016-07-27WAGE: Refine saveGame()Alexander Tkachev
Base/Current stats fix + loopNum, aim, opponentAim saving.
2016-07-27WAGE: Refine WageEngine::saveGame()Alexander Tkachev
More values are saved now, yet some are still not found.
2016-07-26FULLPIPE: Few fixes to the pathfinding codeEugene Sandulenko
2016-07-26WAGE: Add saveGameState() sketchAlexander Tkachev
Copy-pasted from asvitkine/wage-engine (on java). I've managed filling in some values, the others are 0 for now.
2016-07-25SDL: Disable keycode remapping when building for WinCEBastien Bouclet
WinCE does not have MapVirtualKey.
2016-07-25FULLPIPE: Added temp trace outputEugene Sandulenko
2016-07-25FULLPIPE: Fix in MGM::recalcOffsets corner case checkEugene Sandulenko
2016-07-25FULLPIPE: Fix subItems addressing in MGMEugene Sandulenko
2016-07-25FULLPIPE: Fix MGM array allocationEugene Sandulenko
2016-07-25FULLPIPE: Streamlined double binary numbers loadingEugene Sandulenko
2016-07-25VIDEO: Hid verbose debug output deeperEugene Sandulenko
2016-07-25Merge pull request #782 from bgK/sdl-win32-keycodeFilippos Karapetis
SDL: Fix Windows SDL1 keycodes to use the active keyboard layout
2016-07-25Merge pull request #789 from OmerMor/hoyle5Martin Kiewitz
Add detection to the Hoyle 5 family of games
2016-07-25SCI: Add detection to the Hoyle 5 family of gamesOmer Mor
Added games are: Hoyle Classic Games Hoyle Bridge Hoyle Children's Collection Hoyle Solitaire (CD and Hard Drive versions) Additionaly, kGetConfig was modified to support two settings used by these games: "laptop" and "jumpto".
2016-07-25SDL: Fix Windows SDL1 keycodes to use the active keyboard layoutBastien Bouclet
2016-07-25FULLPIPE: Renames in MovGraph classEugene Sandulenko
2016-07-24FULLPIPE: Clarified MovGraph::calcDistance() implementationEugene Sandulenko
2016-07-24WINTERMUTE: Another fix for c++11 compilationEugene Sandulenko
2016-07-24WINTERMUTE: Fix compilationEugene Sandulenko
2016-07-24Merge pull request #687 from tobiatesan/wme_debugger_rewriteEugene Sandulenko
WME: Debugger for WME, 2016 rewrite
2016-07-24I18N: Update Hungarian translation (patch #1652)Thierry Crozat
2016-07-24SCI32: Fix Video32 breaking when quitting during video playbackColin Snover
2016-07-24SCI32: Fix bad VMD palettes in GK2Colin Snover
2016-07-24SCI: Fix memory leaks in ResourceManagerColin Snover
2016-07-24SCI32: Improve behaviour of screen transitionsColin Snover
1. Use the same throttling speed as normal frameouts. The old throttling speed seemed a bit too slow. 2. Exit the event loop immediately if the engine is supposed to quit, instead of forcing the user to wait until the transition has finished before quitting.
2016-07-24SCI32: Fix KQ7 uninitialized readColin Snover
2016-07-24CREATE_PROJECT: Fix MSVC compilationBastien Bouclet
Fixes #7173.
2016-07-24MOHAWK: Make sure the cursor is visible after loading in MystBastien Bouclet
Fixes #7164.
2016-07-24CREATE_PROJECT: Fix MSVC project filesEugene Sandulenko
2016-07-24CREATE_PROJECT: Hopewfully fix MSVC compilationEugene Sandulenko
2016-07-23FULLPIPE: Renames in MovGraphEugene Sandulenko
2016-07-22FULLPIPE: Renames in Behavior codeEugene Sandulenko
2016-07-22GUI: Fix regression in multicolumn PopUp widgetEugene Sandulenko
2016-07-22NEWS: Mention BASS fixes for the Officer Blunt bugLothar Serra Mari
2016-07-21Verified the sky.cpt file that digitall provided in ↵lavosspawn
https://sourceforge.net/p/scummvm/bugs/2687/ The contained data corresponds to Revolution's original assembly sources, scummvm's initial file contained one incorrect reference. This will stop Officer Blunt from swimming in the lake without any further sideeffects.
2016-07-21Modified compact implementation to work around buglavosspawn
https://sourceforge.net/p/scummvm/bugs/2687/ when playing Beneath a Steel Sky with our (slightly broken) sky.cpt
2016-07-21Fix for bug #2687: BASS: Officer blunt wrong animationlavosspawn
This is the corresponding source change to create a fixed sky.cpt binary. The binary is exactly the same as the manually patched one attached to the bug ticket. In order to fix the bug while beint least invasive, I suggest replacing the binaries (the one from the ticket should be the new, official binary) and we will put a workaround in the code anyways to deal correctly with potentially outdated binaries floating around the web and linux distributions. The error was initially introduced with the long term conversion of Revolution's assembly sources to C++ sources, then to textual resource data and then a precompiled binary.
2016-07-21NEWS: Mention GOB1EGA fixes by DrMcCoyLothar Serra Mari
2016-07-20MADS: Fix incorrect indentationPaul Gilbert
2016-07-20JANITORIAL: Indentation fixesEugene Sandulenko
2016-07-20JANITORIAL: Fix indentationEugene Sandulenko
2016-07-20GOB: Work around broken resource sizes in Gobliiins EGASven Hesse
The EGA version of Gobliiins, similar to Little Red Riding Hood, claims a few resources are larger than they actually are. The original happily reads past the resource structure, but we'll instead fix the size of the resource after loading. This fixes bug #7162.
2016-07-20FULLPIPE: Some renames in MovGraphLinkEugene Sandulenko
2016-07-20DRASCULA: Fix slight delay when interrupting intro animationThierry Crozat
The delay occurred when trying to interrupt the animation while at the start of the first scene with Igor. After the interruption (skipping the intro, return to launcher or quitting ScummVM) it would continue to play the animation for a bit longer than necessary.
2016-07-20CREDITS: Add myself as developer for the drascula engineThierry Crozat
I forgot to do it when I rewrote big chunks of the engine code three months ago.