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2014-02-13FULLPIPE: Implement scene09_setupGrit()Eugene Sandulenko
2014-02-13FULLPIPE: Even more work on scene09_initScene()Eugene Sandulenko
2014-02-13FULLPIPE: More work on scene09_initScene()Eugene Sandulenko
2014-02-12AVALANCHE: Implement keyboard control in Help.uruk
2014-02-12AVALANCHE: Made comments ASCII friendlyTorbjörn Andersson
The comments I introduced earlier (previusly case labels) have been changed to avoid non-ASCII characters. The descriptions were taken from an ISO 8859-1 manual page.
2014-02-12AVALANCHE: Silence GCC warningsTorbjörn Andersson
Mainly, GCC complained about case labels having a value less than the minimum value for the type. Probably because character literals may be signed or unsigned, while _trigger is always unsigned.
2014-02-12AVALANCHE: Rename/implement rest of getMe().uruk
2014-02-12WINTERMUTE: Use game format for fallback font rendering.Johannes Schickel
BDF fonts got 32bit drawing support in ece8b7fb65402238ab7df896361a9cefe28b8897 Thus it is not necessary to draw onto a 16bit surface.
2014-02-12OPENGL/SDL: Default to RGBA8888 (memory layout).Johannes Schickel
This makes sure the default mode also works for OpenGL ES contexts.
2014-02-12OPENGL: Always support RGBA8888 (memory layout).Johannes Schickel
2014-02-12OPENGL: Move RGBA8888 (logical layout) to OpenGL specific formats.Johannes Schickel
The reason here is that GL_UNSIGNED_INT_8_8_8_8 is not supported by the GLES standard. Thus we cannot use it outside OpenGL specific code paths.
2014-02-12OPENGL: Use frac_t for cursor scaling.Johannes Schickel
2014-02-12OPENGL: Simplify shake offset application.Johannes Schickel
2014-02-12OPENGL: Use GLfloat for draw cooridnates in Texture.Johannes Schickel
2014-02-12OPENGL: Use signed types for mouse coordinates.Johannes Schickel
This adjusts for the fact that our event handling also uses signed coordinates.
2014-02-12OPENGL: Properly use signed types for cursor hotspot.Johannes Schickel
2014-02-12SDL: Add debugging code to output SDL video driver name being used.D G Turner
2014-02-12SDL: Add debugging code to output SDL audio driver name being used.D G Turner
This is to aid with investigation of bug #6510 - "SDL: Audio delay in daily builds" and similar future issues.
2014-02-12VOYEUR: Use American English instead of British English in several placesStrangerke
2014-02-12VOYEUR: Initialize some more variablesStrangerke
2014-02-12VOYEUR: Initialize properly a couple of Bolt variablesStrangerke
2014-02-11PEGASUS: Fix returning from Mars after destroying the robot's shuttleMatthew Hoops
2014-02-11AVALANCHE: Move/rename/implement Help::plotButton().uruk
2014-02-11AVALANCHE: Partially implement Help::getMe().uruk
The drawing of the buttons are still missing.
2014-02-11AVALANCHE: Implement Help::run().uruk
2014-02-11FULLPIPE: Initial code for scene09Eugene Sandulenko
2014-02-11WINTERMUTE: Prevent scripts from setting invalid scroll timesFilippos Karapetis
Scroll times (ScrollSpeedX, ScrollSpeedY) can't be zero, as this leads to a division by zero later on. This allows Dreamscape to start and work properly.
2014-02-11OPENGL: Fix cursor regression when defaultFormat doesn't have an alpha channel.Johannes Schickel
2014-02-11OPENGL: Properly setup full game palette on video mode change if required.Johannes Schickel
2014-02-11OPENGL: Refactor texture instantiation.Johannes Schickel
2014-02-11OPENGL: Rename notifyContextChange to notifyContextCreate.Johannes Schickel
2014-02-11TIZEN: Notify OpenGL manager about context destruction.Johannes Schickel
2014-02-11OPENGLSDL: Notify OpenGL manager about context destruction.Johannes Schickel
2014-02-11OPENGL: Add notification function about context destruction.Johannes Schickel
2014-02-11OPENGL: Release old texture name before creating a new one.Johannes Schickel
This prevents any texture name leaks (and thus memory leaks) on recreateInternalTexture calls.
2014-02-11VOYEUR: Some more renamingStrangerke
2014-02-11VOYEUR: Remove unused function headerStrangerke
2014-02-11VOYEUR: Rename some fields related to fadingStrangerke
2014-02-11VOYEUR: Implement fadeIntFunc()Strangerke
2014-02-10FULLPIPE: Finish renames in scene27. This completes the sceneEugene Sandulenko
2014-02-10FULLPIPE: Finish var renames in scene27Eugene Sandulenko
2014-02-10FULLPIPE: Started renames in scene27Eugene Sandulenko
2014-02-10Merge pull request #407 from digitall/advancedDetector_queenDavid Turner
Migration of Queen Engine to Advanced Detector
2014-02-10QUEEN: Migrate extra gui options to AdvancedMetaEngine handling.D G Turner
2014-02-10QUEEN: Switch all savegame usage back to "queen.sXX" format.D G Turner
The target is not just a bare "queen", but is postfixed by language variant (and CD if used). Using this for the savegame naming would be good as it allows several language variants to have different co-existing savegame sets without causing conflicts. However, if the savegame format is the same across all language variants, then using the same naming allows easier switching between languages if testing. Currently the queen engine uses a single set of savegames named in the format "queen.sXX" which are used for all languages, as the format appears to be compatible across language variants. This may require changing in future, if a variant with incompatible savegame format is discovered.
2014-02-10TUCKER: Fix bug #6381 - "TUCKER: In 3rd part, "Use Peg" fails..."dergunov
"Use Peg" is a single-item action and these are hardcoded in the engine. The default otherwise is dual-item action "Use X on Y".
2014-02-10AVALANCHE: Implement 'winning_pic'.uruk
2014-02-10VOYEUR: Remove a useless variableStrangerke
2014-02-10VOYEUR: Reduce the scope of a couple of variablesStrangerke
2014-02-10AVALANCHE: Add missing bracesStrangerke