aboutsummaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2019-11-06SCUMM HE: MBC: Pass userid for the endsession requestEugene Sandulenko
2019-11-05I18N: Convert Russian and Ukrainian translations back to iso-8859-5Thierry Crozat
2019-11-05NETWORKING: Fix compilation for lower versions of libcurlEugene Sandulenko
2019-11-05SCUMM HE: MBC: Implement Net::destroyPlayer()Eugene Sandulenko
2019-11-053DS: Fix centering of the game screenBastien Bouclet
2019-11-053DS: Reworked OSD message displayBastien Bouclet
So the game remains interactive while OSD message are displayed.
2019-11-053DS: Some changes to magnify modeBastien Bouclet
2019-11-053DS: Implement magnify mode toggle on L and move keyboard to Y/DRIGHTMichael Ball
2019-11-05I18N: Update translation (Russian)Eugene Sandulenko
Currently translated at 100.0% (1162 of 1162 strings)
2019-11-05I18N: Update translation (Greek)Antoniou Athanasios
Currently translated at 99.4% (1155 of 1162 strings)
2019-11-05I18N: Update translation (Ukrainian)Eugene Sandulenko
Currently translated at 100.0% (1162 of 1162 strings)
2019-11-05NETWORKING: Enter SessionAlexander Tkachev
Session allows to reuse SessionRequests to the same host by making them keeping alive connection. Turns out, though, that libcurl already does that for us, and we didn't gain any speedup we thought we'd get. Usage: ``` Networking::Session s; Networking::SessionRequest *request = s.get(url); request->startAndWait(); warning("HTTP GET: %s", request->text()); s.close(); ``` You can still use SessionRequest without Session (but you can't put them on stack!): ``` Networking::SessionRequest *request = new Networking::SessionRequest(url); request->startAndWait(); warning("HTTP GET: %s", request->text()); request->close(); ```
2019-11-05NETWORKING: Enter SessionRequestAlexander Tkachev
It is to be used in a Session, though it might be used separately. It must implement keep-alive, but it does not yet. You must not put it to ConnMan by yourself (instead, use start()) and you must call close() after you've finished using this request. You can either work with it in callback, or wait() and simply use its methods (check it's success() and then, for example, use text()). Like this: ``` Networking::SessionRequest *rq = new Networking::SessionRequest(url); rq->startAndWait(); if (rq->success()) warning("HTTP GET: %s", rq->text()); rq->close(); ```
2019-11-05NETWORKING: Add CurlRequest::wait()Alexander Tkachev
2019-11-05JANITORIAL: Fix Networking::DataResponse typedef namingAlexander Tkachev
2019-11-05BLADERUNNER: #11239 Fix buggy state and saved games for Desk ClerkThanasis Antoniou
Resolves ticket #11239 Occurs when McCoy leaves the scene with Leon and Desk Clerk too fast, before Leon drops the clerk Crash happens only when using CDFRAMES, but the animation would be bugged even when using HDFRAMES.DAT
2019-11-05SCUMM HE: MBC: Fix debug outputEugene Sandulenko
2019-11-05SCUMM HE: MBC: Implement Net::disableSessionJoining()Eugene Sandulenko
2019-11-05SCUMM HE: MBC: Properly thread async requestsEugene Sandulenko
2019-11-05SCUMM HE: MBC: Implemented function return from remote clientEugene Sandulenko
2019-11-04PRINCE: I18N: Update translation (English)Eugene Sandulenko
Currently translated at 57.4% (1582 of 2757 strings)
2019-11-04SCUMM HE: MBC: Implement Net::endSession()Eugene Sandulenko
2019-11-04SCUMM HE: MBC: Query sessions asynchronouslyEugene Sandulenko
2019-11-04SCUMM HE: MBC: CleanupEugene Sandulenko
2019-11-043DS: Add a make rule for a distributable packageBastien Bouclet
2019-11-04I18N: Update translation (Greek)Antoniou Athanasios
Currently translated at 98.5% (1144 of 1162 strings)
2019-11-04I18N: Update translation (Hebrew)Matan Bareket
Currently translated at 100.0% (1162 of 1162 strings)
2019-11-04I18N: Regenerate translations data fileThierry Crozat
2019-11-04SCUMM HE: MBC: Do not block execution when sending packetsEugene Sandulenko
2019-11-03CREDITS: whoozle is not retired anymoreEugene Sandulenko
2019-11-03CREDITS: Update build target to generate the new yaml creditsMatan Bareket
2019-11-03PS3: Implement the cloud synchronization featuresBastien Bouclet
2019-11-033DS: Implement cloud sync supportBastien Bouclet
2019-11-033DS: Use DATA_PATH to configure support files locationBastien Bouclet
2019-11-03NETWORKING: Try loading the CA bundle from DATA_PATHBastien Bouclet
2019-11-03NETWORKING: Improve libcurl error handlingBastien Bouclet
Error messages for failed requests are now printed as warnings.
2019-11-03STARTREK: Remove sound function wrappers out of StarTrekEngineFilippos Karapetis
2019-11-03I18N: Update translations templatesThierry Crozat
2019-11-03DOC: Update the documentation for engineIdBastien Bouclet
2019-11-03BASE: Remove the engines/games alphabetical sortBastien Bouclet
2019-11-03ENGINES: Remove useless TODOBastien Bouclet
2019-11-03CRYO: Revert copyright string changeBastien Bouclet
2019-11-03DC: Update for the engineId changesBastien Bouclet
2019-11-03BASE: Change the command line interface to use engine-qualified game namesBastien Bouclet
Qualified game names have the following form: engineId:gameId. Unqualified game names are still supported as long as they are not ambiguous. However they are considered deprecated and are no longer displayed by the --list-games command.
2019-11-03BASE: Add a command line option to list the enginesBastien Bouclet
2019-11-03MOHAWK: Stop relying on the target to detect the current gameBastien Bouclet
The target is user defined and not may not contain the game name
2019-11-03ENGINES: Automatically upgrade the targets on launch to add an engine IDBastien Bouclet
2019-11-03ENGINES: Change targets to have an 'engine ID'Bastien Bouclet
The engine ID identifies which engine should be used to launch the target. Also remove the 'single ID' system. Different games from engines that used that system now have different game IDs. Also-By: Matthew Hoops <clone2727@gmail.com>
2019-11-03ENGINES: Stop using 'single id'Bastien Bouclet
2019-11-03ENGINES: Add an engine ID to all the enginesBastien Bouclet