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2016-10-23TITANIC: Fix showing multiple NPC animations as Doorbot speaksPaul Gilbert
2016-10-23TITANIC: Match the CWaveFile duration method closer to originalPaul Gilbert
2016-10-23TITANIC: Start Doorbot animating in closeup conversationPaul Gilbert
2016-10-23TITANIC: Fix resetting NPC flags when Doorbot finishes speakingPaul Gilbert
2016-10-23MOHAWK: Support for the Riven JP CD structureEugene Sandulenko
2016-10-23MOHAWK: Fix Riven JP platformEugene Sandulenko
2016-10-23MOHAWK: Add detection for Japanese RivenEugene Sandulenko
2016-10-22GUI: Fix possible access to free'ed memory or double deletion in tab widgetThierry Crozat
The issue could occur when adding or removing widgets to a tab, and then not switching to a different tab before the destructor or reflowLayout() were called. In such a case the firstWidget of the current widget in the _tabs list could be out of date. Accessing this first widget from the destructor or from reflowLayout() could then cause a crash, or random issues caused to access to free'ed memory. In theory this could also lead to a memory leak, although I don't think this could occur in our current code. Usually we add several tabs to a TabWidget and then switch back to the first tab after building all the tabs. So in such a case the issue would not occur. But because we are deleting and reconstructing the clear buttons for the MIDI and Path tabs of the options dialog from reflowLayout(), if the current tab is the Path tab, it would be kept as active tab after adding and removing widget to it and the issue would occur. This fixes bug #9618.
2016-10-22GUI: Fix incorrect initialisation of some tab Ids in OptionsDialogThierry Crozat
A value of 0 is valid for tab ids, so the correct initialisation at this stage is -1. However only one constructor properly initialized all the tab ids to -1 in its initialisation list, but it was then changed to 0 in init(). I have added the missing ones to the other constructors and removed the incorrect ones in init(). But maybe all tab ids should be initialised in init() rather than in the constructors initialisation lists.
2016-10-22BLADERUNNER: Fix invalid assert in AudStreamThomas Fach-Pedersen
2016-10-22SCI32: Fix slow SCI2.1mid transitionsColin Snover
SSCI transitions code sends a large number of small show rects to the graphics manager, one at a time, for each division of a transition. Each time a rect is submitted, a call to showBits is made. This design was used when transitions for SCI32 were first implemented in ScummVM, and it worked OK because the hardware surface was updated by EventManager::getSciEvent, not showBits, so the large number of calls to showBits from the transitions code did not adversely affect engine performance. Later in SCI32 engine development, hardware surface updates were changed to occur in showBits so that the hardware surface would be updated at frame-out time, instead of at input-in time. This change meant that now the large number of calls to showBits from transitions became very expensive, and the engine would stall constantly refreshing the entire hardware surface. To fix this problem, the transitions code now (1) maximises the size of rects coming from transitions, when possible, and (2) only calls showBits when all the rects from one frame of a transition have been calculated and added to the show rects list. Additionally, there were some arithmetic errors in the implementation of pixel dissolve that have been corrected in this changeset. Fixes Trac#9614.
2016-10-22SDL: Fix typosOri Avtalion
2016-10-22BLADERUNNER: Fix uninitialized variable accessesThomas Fach-Pedersen
Fixes a couple of issues reported by valgrind and clang sanitizers. In particular, the initialization of Actor::_inCombat means that McCoy no longer randomly has his gun out at the beginning of the game. In SliceRenderer::drawInWorld, the assert of _sliceFramePtr has been moved to after the call to setupFrameInWorld which is the method that initializes the field. This misplaced assert caused the game to crash for several people.
2016-10-22TITANIC: Fix looping in CTrueTalkManager::triggerNPCPaul Gilbert
2016-10-22TITANIC: Workaround for Doorbot's 'cloak off' movie playbackPaul Gilbert
The original starts a movie for the Doorbot taking his cloak off, but then plays a cutscene of the doorbot first appearing. Because of this delay, our VideoDecoder wasn't correctly playing the movie after. To fix that, new movies are initially paused when started, and then resumed the first time we try to do events checking for it
2016-10-22I18N: Regenerate translations.datrootfather
2016-10-22I18N: Update German GUI translationrootfather
2016-10-22NEWS/DE: Mention SDL2 filtering optionrootfather
2016-10-22DC: Remove workaround for GCC bug #42841Marcus Comstedt
We now require GCC 4.6, where this bug has been fixed.
2016-10-22DC: Add Dreamcast specific clean targetMarcus Comstedt
2016-10-22DISTS/FEDORA: Update spec build requirementsWillem Jan Palenstijn
2016-10-21SCI32: Implement HShutterIn for SCI2.1mid+Colin Snover
Fixes Trac#9584.
2016-10-21SHERLOCK: 3DO: Fixes to allow game to startPaul Gilbert
2016-10-21BLADERUNNER: Fix presumable typoWillem Jan Palenstijn
2016-10-21IOS: Add support for filtering featureThierry Crozat
2016-10-21GUI: Increase theme versionThierry Crozat
This should have been done when making changes to it but I forgot.
2016-10-21PRINCE: Refactored detection code into widely accepted schemaEugene Sandulenko
2016-10-20CREATE_PROJECT: Fix MSVC project creation with curl or SDL_Net enabledPaul Gilbert
2016-10-20CREATE_PROJECT: Disable new net, curl, & sparkle for old MSVC versionsPaul Gilbert
2016-10-20CLOUD: Don't error out when PNG support is not enabledBastien Bouclet
2016-10-20SCI32: Fix wrong value passed to updateInfoFlagViewVisibleColin Snover
updateInfoFlagViewVisible accepts a property index, not a selector ID. Fixes Trac#9583.
2016-10-20SCI32: Fix QFG4 version commentsColin Snover
2016-10-20SCI32: Fix typoColin Snover
2016-10-20SCI32: Split out detection of features that cross SSCI versionsColin Snover
2016-10-20SCI32: Fix zero-offset exportsColin Snover
Exports with a zero offset are supposed to point to the start of the code block in the script hunk, but they were being ignored. This may also apply to SCI1.1 games, but until that can be verified, this fixes the zero-offset in only SCI32 games for now.
2016-10-20UPDATES: Added MacOS 1.9.0.2, no changes.Eugene Sandulenko
It appears that Mac Sparkle does not ignore the Windows binaries, and offers to upgrade to Windows executable. Thus, in the meantime we supply binary with the version change only.
2016-10-19WIN32: re-sort migration.txtHein-Pieter van Braam
Kind of nit-picky but it was annoying me that it was ALMOST sorted.
2016-10-19WIN32: Nightlies will start using SDL2Hein-Pieter van Braam
2016-10-19WIN32: Add missing LICENSE files to migration.txtHein-Pieter van Braam
2016-10-19DIRECTOR: Fix movie scanningEugene Sandulenko
2016-10-19DIRECTOR: Lingo: Implemented getting 'the frame' entityEugene Sandulenko
2016-10-19UPDATES: Sparkle doesn't understand 1.9.0b, thus rename it to 1.9.0.2Eugene Sandulenko
2016-10-18UPDATES: Added Win32 1.9.0b buildEugene Sandulenko
2016-10-18NEWS: Add filtering option for SDL2Thierry Crozat
2016-10-18SDL: Fix typo in function nameOri Avtalion
2016-10-18UPDATES: Actually put the updated Win32 binary to 1.9.0aEugene Sandulenko
2016-10-18VIDEO: Fix an off-by-one check in VideoDecoder::getTrackBastien Bouclet
2016-10-18DIRECTOR: Further work on text cast loading and renderingEugene Sandulenko
2016-10-18GRAPHICS: Declared few methods in MacFontManager publicEugene Sandulenko
2016-10-18DIRECTOR: Added debug chanel for text renderingEugene Sandulenko