Age | Commit message (Collapse) | Author |
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This is an attempt to fix a compilation error on some platforms.
The error message seems to indicate that log2 might be a define
on thos platforms.
Note that the log2 implementation in ModuleModXmS3m is not the binary
logarithm, and we cannot use Common::intLog2.
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Currently translated at 100.0% (967 of 967 strings)
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Currently translated at 99.7% (965 of 967 strings)
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Currently translated at 99.7% (965 of 967 strings)
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Currently translated at 100.0% (967 of 967 strings)
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In commit f0581bab4a4b1b4102a7fbdd4a3d54d4397e00e9 the index value
for the array was changed from a constant to a variable, but uint8
is too small to contain 293, so this value was ending up as 37.
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These shifted values are replaced with their literal equivalents
as would be calculated on an x86.
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memcmp.
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These fall throughs have to be deliberate, or they wouldn't have to
check if mode equals 2 in the mode == 2 cases.
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When -Wundeclared-selector is enabled (recommended by Apple), the
calls to the setBadgeLabel selector in MacOSXTaskbarManager are
warned on because NSDockTile declarations are not included because
they do not exist in macOS 10.4 and earlier. While I don't know
that we are even supporting such old macOS versions these days, it
is simple enough to fix this problem when compiling to modern
macOS versions by conditionally including the necessary header.
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This prevents the recommended updates warning appearing when
opening the project in Xcode for the first time.
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Xcode 8/macOS 10.12 minimum target for iOS is now iOS 8.
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Starting in Xcode 8, clang reports warnings about singleton
instantiation which are noisy, so suppress these warnings for the
moment. An attempt to fix this properly was added in
eefa72afa1978a9dea10f5b1833fcc8f58a3468e but it was backed out in
940b2a20f1cd490afb6e541a3cd26f0d3bdd1687.
See https://github.com/scummvm/scummvm/pull/967 and
https://github.com/scummvm/scummvm/pull/994.
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c19c10d548b2867bc4fd003fb29ac0017b2bd29d fixed the bad parsing of
module.mk which meant the Xcode generator broke. For the moment,
just move the hack for browser_osx.mm into the generator, until
there is a more elegant solution to this problem (if ever).
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FluidSynth does build and run successfully, but it is necessary
to get the correct static libraries. It can be manually built
against dylib, if desired, by manually adding the fluidsynth.dylib
to the Frameworks. Since this will result in a runtime dependency,
this is not set up by default.
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Libraries were being included unconditionally regardless of the
arguments passed to create_project, and in the case of macOS were
being added using manual linker flags and other such hacks instead
of using the Frameworks list.
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added async walking
named some of the game flags & variables
renamed aesc to screen effects
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Fixes Trac#10182.
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Previously, _topNibble was not reset at the beginning of a new
audio block, and the alignment byte at the end of odd blocks was
being read as audio data, which caused audible clicks and
out-of-bounds sample generation. There may have also been read
errors related to the use of continue/break keywords inside of a
macro wrapped with do-while(0).
The introduction of partial block reads in this code when it was
converted from ffmpeg to a ReadStream interface was also confusing
and somewhat inefficient (calling SeekableReadStream::pos
frequently), so this code has been refactored for clarity and to
improve efficiency by reducing the number of virtual calls. Error
detection has also been improved somewhat by ensuring that there
are enough bytes to read a block header, and that the step indexes
in the header are within the valid range.
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This is not known to fix any particular issue, but the game does
set some flags internally if it's running in 256-color Windows,
which is possibly undesirable since we do run 16-bit videos
regardless.
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This update should give the game the default mix it receives in
Windows. If necessary, the half-volume audio bug in the DOS
interpreter can be added as an additional hack for this game, since
there are still some sub-par audio mixes that might need additional
correction (like Curtis talking to Blob when taking her out of the
cage in his apartment at the start of the game) which were also
bad in the Windows version of the game.
Fixes Trac#10165.
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TITANIC: Star control changes
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In the original once you have hit the go button
on the steering wheel it won't let you use it again
until you have solved the puzzle so that is how
ScummVM does it now.
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In scummvm and the original engine if you try to
unlock/lock stars in photoview/skyview then the
stars will not unlock/lock, but the sounds
associated with unlocking and locking were playing.
Giving a false impression that the
locking/unlocking was happening.
The sounds no longer play when in photoview.
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