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2011-03-01MIDI: Updated documentation on MDT_PREFER_MT32 and MDT_PREFER_GMmd5
2011-03-01HUGO: Correct 2 Memory Leaks in DAT Object Loading.D G Turner
2011-03-01HUGO: Correction for Schedule saveActions() mistake.D G Turner
2011-03-01OPENGL: Limit maximum cursor scale.Johannes Schickel
This avoids too big cursors when the screen resolution is really high.
2011-03-01OPENGL(SDL): Use the whole window/screen size for the overlay.Johannes Schickel
This makes the overlay looking nicer in fullscreen mode.
2011-03-01GUI: Fix default mode bug in initCommonGFX.Johannes Schickel
Formerly when a game which used defaultTo1XScaler was run with "-gdefault" from command line, it was run with a 2x scaler in case of the SDL backend, since it defaults to 2x (see SdlGraphicsManager::getDefaultGraphicsMode).
2011-02-28AGI: Add detection for the 'AGI Combat' fan gameMatthew Hoops
2011-03-01GUI: Increment theme version.Johannes Schickel
With 50a682e7e1c69082735a07b2261d1c0c61ac12c9 we changed the resolution string in a way which is incompatible with old resolution strings, thus all old theme files are not usable anymore and will cause problems. To avoid that we just increase the version string and thus it is not possible to use them anymore.
2011-03-01HUGO: Rewrite saveActions() and readActions() in order to be platform and ↵strangerke
endian safe. This breaks (again) the savegame file formats... Hopefully for the last time
2011-02-28HUGO: cleanup, fix several bad indirections (thanks LordHoto)strangerke
2011-02-28HUGO: Fix assert while saving under linuxstrangerke
2011-02-28SCI: Skip Ports when iterating over Windows in GCWillem Jan Palenstijn
2011-02-28SCI: Fix crash with hunk refs in logkernel outputWillem Jan Palenstijn
2011-02-28SCI: Removed the script patch for the scrubbing scene. The crash no longer ↵md5
occurs with the latest fixes to kDoBresen
2011-02-28SCI: Removed several workarounds which are no longer needed, after the ↵md5
changes regarding hunk pointers in r0d555c4
2011-02-28SCI: Added CD flags to the CD versions of LSL6md5
2011-02-28SWORD2: Silence an MSVC warning (false positive)md5
2011-02-28SCI: Add workaround for PQ:SWAT.Lars Skovlund
This is a bug in the SCI32 class library, and there are similar workarounds for a number of SCI32 games.
2011-02-28SWORD2: fix leak of previous commit properlyFabio Battaglia
Memorize psx sprite buffer pointer to properly free it
2011-02-28SWORD2: Plug a memory leak in psx versionFabio Battaglia
Free buffer used to resize psx sprite in drawTextObject
2011-02-28SCI: Moved hunk pointer handling to the GC, and removed some related workaroundsmd5
SCI scripts can contain stale pointers, which are used later on. We now delete the contents of hunk entries without invalidating the relevant pointers and let the GC clear the references. Many thanks to waltervn and wjp for all their work and help on this.
2011-02-28SCI: Add FIXME comment to workaroundWillem Jan Palenstijn
2011-02-28HUGO: Remove forgotten debug messagestrangerke
2011-02-28HUGO: rewrite saveEvents() and restoreEvents() in order to be endian and ↵strangerke
platform safe
2011-02-28SCI: Reverted rc7bfbc3 and fixed the actual cause of bug #3106107md5
While fast forwarding a song, disable its hold value together with any possible sound looping, so that the song won't loop forever.
2011-02-28SCI: Fixed bug #3106107 - "QFG3: Crash when saving outside palace"md5
Ignore requests to alter a song's hold value while it's being faded, and reset a song's hold value when fading starts. This ensures that the song will actually stop when fading is done and won't keep looping forever.
2011-02-28SCI: Cleanup of the save/load dialog patching code and the lofs type ↵md5
detection code
2011-02-27TOON: Avoid hiding overloaded virtual methodsOri Avtalion
2011-02-27AGOS: Avoid hiding overloaded virtual methodsOri Avtalion
2011-02-27SCI: Fix negative window origin alignment.Willem Jan Palenstijn
SSCI does a shr 1; shl 1 here in SetOrigin. This fixes a crash in the ending scene of SQ3 (#3194199).
2011-02-27SCI: Fixed GUI option flags for PQ:SWATmd5
2011-02-27SCI: Remove kDoBresen special case for SCI_VERSION_1_EGA_ONLYWillem Jan Palenstijn
Confirmed with QfG2 disassembly (the only 1_EGA_ONLY game) that it behaves the same as SCI_VERSION_1_EARLY games, except for the uninitialized read already mentioned in kDoBresen.
2011-02-27SCI: Renamed SCI_VERSION_1_EGA to SCI_VERSION_1_EGA_ONLYmd5
This renaming allows us to better distinguish that this version is for games that only had an EGA version, and avoid confusion with newer SCI1 game releases with EGA graphics (e.g. KQ5 EGA). The only game with this SCI version is QFG2, a SCI1 EGA game with a parser. Also, added some games for each SCI version.
2011-02-27SCI: Detect the version of PQ SWAT from gog.comLars Skovlund
2011-02-27SCI: Improved the readability of the kDoBresen code a bitmd5
2011-02-27SCI: Don't set b_movCnt to moveSpeed while walkingWillem Jan Palenstijn
This fixes moonwalking in LSL1 and movement speed in KQ5. It appears to be have been a RE bug.
2011-02-27ANDROID: Prevent AudioTrack unpause on startupdhewg
2011-02-27ANDROID: Remove dead codedhewg
2011-02-27HUGO: Set all the palette instead of only one color in remapPal.strangerke
This fixes the palette issue after the cave in H3
2011-02-27SWORD2: Reduce overheaddhewg
2011-02-27SWORD2: Respect screen pitch while postprocessingdhewg
Fixes subtitles on androids
2011-02-27ANDROID: Remove unnecessary codedhewg
2011-02-27ANDROID: Check audio buffer for silencedhewg
Most games register a music channel, and when there is no music, they still stream silence (and run through all the Converter::flow code!). Scan the buffer for that to pause the AudioTrack. Ugly, but worth it - reduces CPU usage on many games and hence saves battery life.
2011-02-27ANDROID: Pause the AudioTrack when possibledhewg
Only works in situations without any registered channels (or all paused) at the mixer (like on the launcher or GMM). CPU usage before (Galaxy Tab): ~5% scummvm ~15% mediaserver After: ~2% scummvm 0% mediaserver ;)
2011-02-27AUDIO: Make mixCallback return the sample countdhewg
The RateConverter::flow result was never used, pipe it through Channel::mix to MixerImpl::mixCallback, so backends can decide if they want to waste cpu cycles while playing empty buffers.
2011-02-27ANDROID: Rework audio systemdhewg
Move the audio thread to the bright side
2011-02-27ANDROID: Formattingdhewg
2011-02-27ANDROID: Remove another weird workarounddhewg
2011-02-27HUGO: Better fix for graphics glitches in DOS versions, fix H3 ending animationstrangerke
2011-02-26SCI: Avoid hiding overloaded virtual methodsOri Avtalion