Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-02-12 | OPENGL/SDL: Default to RGBA8888 (memory layout). | Johannes Schickel | |
This makes sure the default mode also works for OpenGL ES contexts. | |||
2014-02-12 | OPENGL: Always support RGBA8888 (memory layout). | Johannes Schickel | |
2014-02-12 | OPENGL: 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. | |||
2014-02-12 | OPENGL: Use frac_t for cursor scaling. | Johannes Schickel | |
2014-02-12 | OPENGL: Simplify shake offset application. | Johannes Schickel | |
2014-02-12 | OPENGL: Use GLfloat for draw cooridnates in Texture. | Johannes Schickel | |
2014-02-12 | OPENGL: Use signed types for mouse coordinates. | Johannes Schickel | |
This adjusts for the fact that our event handling also uses signed coordinates. | |||
2014-02-12 | OPENGL: Properly use signed types for cursor hotspot. | Johannes Schickel | |
2014-02-12 | SDL: Add debugging code to output SDL video driver name being used. | D G Turner | |
2014-02-12 | SDL: 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. | |||
2014-02-11 | PEGASUS: Fix returning from Mars after destroying the robot's shuttle | Matthew Hoops | |
2014-02-11 | AVALANCHE: Move/rename/implement Help::plotButton(). | uruk | |
2014-02-11 | AVALANCHE: Partially implement Help::getMe(). | uruk | |
The drawing of the buttons are still missing. | |||
2014-02-11 | AVALANCHE: Implement Help::run(). | uruk | |
2014-02-11 | FULLPIPE: Initial code for scene09 | Eugene Sandulenko | |
2014-02-11 | WINTERMUTE: Prevent scripts from setting invalid scroll times | Filippos 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. | |||
2014-02-11 | OPENGL: Fix cursor regression when defaultFormat doesn't have an alpha channel. | Johannes Schickel | |
2014-02-11 | OPENGL: Properly setup full game palette on video mode change if required. | Johannes Schickel | |
2014-02-11 | OPENGL: Refactor texture instantiation. | Johannes Schickel | |
2014-02-11 | OPENGL: Rename notifyContextChange to notifyContextCreate. | Johannes Schickel | |
2014-02-11 | TIZEN: Notify OpenGL manager about context destruction. | Johannes Schickel | |
2014-02-11 | OPENGLSDL: Notify OpenGL manager about context destruction. | Johannes Schickel | |
2014-02-11 | OPENGL: Add notification function about context destruction. | Johannes Schickel | |
2014-02-11 | OPENGL: Release old texture name before creating a new one. | Johannes Schickel | |
This prevents any texture name leaks (and thus memory leaks) on recreateInternalTexture calls. | |||
2014-02-10 | FULLPIPE: Finish renames in scene27. This completes the scene | Eugene Sandulenko | |
2014-02-10 | FULLPIPE: Finish var renames in scene27 | Eugene Sandulenko | |
2014-02-10 | FULLPIPE: Started renames in scene27 | Eugene Sandulenko | |
2014-02-10 | Merge pull request #407 from digitall/advancedDetector_queen | David Turner | |
Migration of Queen Engine to Advanced Detector | |||
2014-02-10 | QUEEN: Migrate extra gui options to AdvancedMetaEngine handling. | D G Turner | |
2014-02-10 | QUEEN: 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. | |||
2014-02-10 | TUCKER: 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". | |||
2014-02-10 | AVALANCHE: Implement 'winning_pic'. | uruk | |
2014-02-10 | AVALANCHE: Add missing braces | Strangerke | |
2014-02-09 | FULLPIPE: Fix buffer overruns in scene27 | Eugene Sandulenko | |
2014-02-09 | CINE: Reduce the scope of some variables, optimize a couple of iterator ↵ | Strangerke | |
increment | |||
2014-02-09 | GOB: Fascination - Reduce the scope of a couple of variables | Strangerke | |
2014-02-09 | MORTEVIELLE: Reduce the scope of some variables | Strangerke | |
2014-02-09 | AVALANCHE: Initialize a couple of uninitialized variables | Strangerke | |
2014-02-09 | HOPKINS: Remove useless assignation | Strangerke | |
2014-02-09 | HOPKINS: Reduce the scope of some more variables | Strangerke | |
2014-02-09 | TSAGE: Fix smoke transparency effect in the R2R drive room | Paul Gilbert | |
2014-02-09 | AVALANCHE: Remove pingo.o from makefile | Paul Gilbert | |
2014-02-09 | AVALANCHE: Repair comment formatting. | uruk | |
2014-02-09 | AVALANCHE: Remove Pingo. | uruk | |
2014-02-09 | AVALANCHE: Add Help's skeleton. | uruk | |
2014-02-09 | AVALANCHE: Repair fading at the beginning and at the end of the ghostroom scene. | uruk | |
2014-02-09 | AVALANCHE: Optimise the picture loading in GhostRoom. | uruk | |
2014-02-09 | HOPKINS: Reduce the scope of some variables | Strangerke | |
2014-02-09 | HUGO: Remove a useless variable assignation | Strangerke | |
2014-02-09 | HUGO: Reduce the scope of some variables | Strangerke | |