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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
2014-01-10FULLPIPE: Enable scene33Eugene Sandulenko
2014-01-10FULLPIPE: Implement sceneHandler33()Eugene Sandulenko
2014-01-10FULLPIPE: Implement scene33_updateCursor() and setupMusic()Eugene Sandulenko
2014-01-10FULLPIPE: Add another destructor stubEugene Sandulenko
2014-01-10FULLPIPE: Plug scene33 inEugene Sandulenko
2014-01-10FULLPIPE: Initial code for scene33Eugene Sandulenko
2014-01-09NEWS: Tweak phrasingWillem Jan Palenstijn
2014-01-09NEVERHOOD: Fix sprite shadows (e.g. when on top in module 1000, scene 1)johndoe123
2014-01-09MORTEVIELLE: Get rid of setParent() in TextHandler and SoundManagerStrangerke
2014-01-09MORTEVIELLE: Get rid of setParent() in Menu and MouseHandlerStrangerke
2014-01-09AVALANCHE: Avoid check in isHolding when _thing isn't setStrangerke
2014-01-08NEWS: Added support for The NeverhoodFilippos Karapetis
2014-01-08FULLPIPE: Rest of destructor stubsEugene Sandulenko
2014-01-08FULLPIPE: Stubbed and implemented some class destructorsEugene Sandulenko
2014-01-08FULLPIPE: Complete ObjstateCommand classEugene Sandulenko
2014-01-08FULLPIPE: Started fixing ObjstateCommand object inheritanceEugene Sandulenko
2014-01-08FULLPIPE: Implement MessageQueue::insertExCommandAt()Eugene Sandulenko
2014-01-08FULLPIPE: Implement MGM::getStaticsIndex()Eugene Sandulenko
2014-01-07FULLPIPE: Rename remaining vars in scene32. This completes the sceneEugene Sandulenko
2014-01-07FULLPIPE: Started renames in scene32Eugene Sandulenko
2014-01-07FULLPIPE: Implement sceneHandler32_trySit()Eugene Sandulenko
2014-01-07FULLPIPE: Implement sceneHandler32_spin()Eugene Sandulenko
2014-01-07FULLPIPE: Implement sceneHandler32_potLogic()Eugene Sandulenko
2014-01-07FULLPIPE: Implement sceneHandler32_ladderLogic()Eugene Sandulenko
2014-01-07FULLPIPE: Implement sceneHandler32_buttonPush()Eugene Sandulenko
2014-01-07FULLPIPE: yet more code to scene32Eugene Sandulenko
2014-01-07FULLPIPE: More code to scene32Eugene Sandulenko
2014-01-07FULLPIPE: Enable scene32Eugene Sandulenko
2014-01-07FULLPIPE: Implement sceneHandler32()Eugene Sandulenko
2014-01-07FULLPIPE: Implement scene32_updateCursor() and setupMusic()Eugene Sandulenko
2014-01-07FULLPIPE: Plug scene32 inEugene Sandulenko
2014-01-07FULLPIPE: Initial code for scene32Eugene Sandulenko
2014-01-07FULLPIPE: Renames in scene28. This completes the sceneEugene Sandulenko