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2014-01-12TSAGE: Fix right animation of suit-rack in R2R landing bayPaul Gilbert
2014-01-12TSAGE: Fix for speaking to R2R speakers multiple timesPaul Gilbert
2014-01-12FULLPIPE: Implement sceneHandler34_fromCactus()Eugene Sandulenko
2014-01-12FULLPIPE: Enable scene34Eugene Sandulenko
2014-01-12FULLPIPE: Implement sceneHandler34()Eugene Sandulenko
2014-01-12FULLPIPE: Implement scene34_updateCursor()Eugene Sandulenko
2014-01-12FULLPIPE: More code to scene34Eugene Sandulenko
2014-01-12FULLPIPE: Plug scene34 inEugene Sandulenko
2014-01-12FULLPIPE: Initial code for scene34Eugene Sandulenko
2014-01-12FULLPIPE: Fix ModalVideoPlayer. Original reacts to more keysEugene Sandulenko
2014-01-12FULLPIPE: Implement clearGlobalMessageQueueList1()Eugene Sandulenko
2014-01-12FULLPIPE: Implement Movement::freePixelData()Eugene Sandulenko
2014-01-12CGE: Remove unecessary void pointer usage in resource file I/O.D G Turner
2014-01-11VIDEO: Add support for multiple Smacker audio tracksMatthew Hoops
2014-01-11VIDEO: Improve support for multiple Bink audio tracksMatthew Hoops
2014-01-11VIDEO: Improve support for multiple AVI audio tracksMatthew Hoops
2014-01-11VIDEO: Allow for audio track selection in video types that support itMatthew Hoops
2014-01-12NEVERHOOD: Fix "Klaymen! Up here!" in module 1100, scene 2johndoe123
2014-01-12FULLPIPE: Implement StaticANIObject::preloadMovements()Eugene Sandulenko
2014-01-12FULLPIPE: Implement StaticANIObject::adjustSomeXY()Eugene Sandulenko
2014-01-12FULLPIPE: Implement StaticANIObject::calcNextStep()Eugene Sandulenko
2014-01-11NEVERHOOD: Initialize NeverhoodEngine::_console variable to nullptr.Johannes Schickel
This fixes a nasty crash in case neverhood.dat is not present.
2014-01-11GUI: Fix menu layout for low-res classic themeMarcus Comstedt
Since clipping is now in place for strings, having text widgets which are 4 pixels high will no longer work. Remade the layout to set better heights, and remove some spacing instead.
2014-01-11NEVERHOOD: Set engine to 'built by default'Strangerke
2014-01-11Merge pull request #418 from JenniBee/md5sEinar Johan Trøan Sømåen
WINTERMUTE: Adding more detection entries.
2014-01-11WINTERMUTE: Add detection for french, italian, spanish and czech versions of ↵Einar Johan Trøan Sømåen
Dirty Split.
2014-01-11FULLPIPE: Implement MGM::calcLength()Eugene Sandulenko
2014-01-11FULLPIPE: Started implementing MGM::calcLength()Eugene Sandulenko
2014-01-11FULLPIPE: Implement MovTable destructorEugene Sandulenko
2014-01-10TEENAGENT: Fix missing callback for examining first haystack.D G Turner
This fixes bug #6492 "TEENAGENT: Engine abort when using hay."
2014-01-10CONFIGURE: Add workaround for GCC bug in Dreamcast toolchain.D G Turner
2014-01-10FULLPIPE: Fix warningEugene Sandulenko
2014-01-10FULLPIPE: Fix warningEugene Sandulenko
2014-01-10FULLPIPE: Implement preloadCallback()Eugene Sandulenko
2014-01-10ANDROID: Set correct blending functionMarcus Comstedt
Overlays with alpha channel in ScummVM use pre-multiplied alpha. Thus, is it necessary to set the source blend function to ONE, not SOURCE_ALPHA. While there is no firm decision on the texture format to be used to cursors, make sure to set the key color to R=G=B=A=0.0, so that it can be used with either pre-multiplied or non-pre-multiplied blending.
2014-01-10GRAPHICS: Fix dest alpha formula in blendPixelPtrMarcus Comstedt
The original alpha computation formula had a problem: If something was drawn on top of a pixel that was already fully opaque, there would be an overflow in the computed alpha, and the destination alpha would be truncated to 0 (fully transparent). In commit 264ba4a9 this formula was replaced with another one, which did not have overflows but also was not correct. This commits introduces a new formula, where the rounding errors have been turned in another direction; drawing a fully opaque pixel on top of a transparent one would result in a pixel which is almost, but not fully, opaque. However, this is no problem in practice, since drawing fully opaque pixels can be achieved with much less code as a special case, so add that (also improves rendering speed).
2014-01-10GRAPHICS: Fix computation of addA in darkenFill()Marcus Comstedt
The old computation had rounding issues, causing alpha to leak into the red (usually) component. There's a much easier way to compute it that does not lead to such problems: What should really happen is that the two top bits of the A component should be set to 1 (thus adding 75% alpha). So compute it that way for speed and precision.
2014-01-10DC: Silenced some stupid warningsMarcus Comstedt
2014-01-10DC: Workaround for usleep prototype mismatchMarcus Comstedt
2014-01-10FULLPIPE: Started preloadCallback() implementationEugene Sandulenko
2014-01-10FULLPIPE: Silence GCC warningTorbjörn Andersson
2014-01-10MORTEVIELLE: Get rid of setParent()Strangerke
2014-01-10FULLPIPE: Rename vars in scene33. This completes the sceneEugene Sandulenko
2014-01-10FULLPIPE: Implement sceneHandler33_processVents()Eugene Sandulenko
2014-01-10FULLPIPE: Implement sceneHandler33_processJettie()Eugene Sandulenko
2014-01-10FULLPIPE: Implement sceneHandler33_pour()Eugene Sandulenko
2014-01-10FULLPIPE: More code to scene33Eugene Sandulenko
2014-01-10FULLPIPE: Implement sceneHandler33_switchVent()Eugene Sandulenko
2014-01-10FULLPIPE: Implement sceneHandler33_zoneClickProcess()Eugene Sandulenko
2014-01-10FULLPIPE: Implement sceneHandler33_clickZones()Eugene Sandulenko