Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-04-08 | LILLIPUT: more renaming, rework setMode | Strangerke | |
2018-04-07 | LILLIPUT: More renaming work | Strangerke | |
2018-04-07 | LILLIPUT: Some more renaming in the sequence manager | Strangerke | |
2018-04-07 | XEEN: Allow saving game after Clouds ending finishes | Paul Gilbert | |
2018-04-07 | XEEN: Fix check to allow Lloyding into Xeen's castle | Paul Gilbert | |
2018-04-07 | XEEN: Cleanup of game completion flags | Paul Gilbert | |
2018-04-07 | XEEN: Add 'strength' debugger command | Paul Gilbert | |
2018-04-07 | JANITORIAL: Fix whitespace | Eugene Sandulenko | |
2018-04-07 | XEEN: Allow loading savegames during combat using GMM | Paul Gilbert | |
The original didn't allow loading during combat from it's options dialog, and I'll leave that untouched, but the ability to load out of a unwinnable combat is too convenient to not allow in some form. | |||
2018-04-07 | XEEN: Reset combat data when loading a new savegame | Paul Gilbert | |
2018-04-07 | BLADERUNNER: Remove dead code | Eugene Sandulenko | |
2018-04-07 | XEEN: Fix Protection From Elements spell | Paul Gilbert | |
2018-04-07 | XEEN: Fix single pixel difference for post-deposit message | Paul Gilbert | |
I still haven't tracked down how the original handles the integer division rounding that results in the pre and post deposit Deposit dialog message being offset by 1 pixel. But since the problem could be resolved by standardising when center alignment is set in both messages, and I haven't noticed any problem elsewhere, I think this is sufficient for now | |||
2018-04-07 | XEEN: Remove unused GameEvent class | Paul Gilbert | |
2018-04-07 | XEEN: Cache mouse clicks as well as keyboard in EventsManager | Paul Gilbert | |
This allows the well open door/gate, shoot at enemies, then close to work with the mouse as well as the keyboard. The pending event queue has also been limited to 5 pending events. Trust me, you don't want to spent time spamming Shoot at a high level monster that can't reach you, only for when it's killed to have to wait several minutes whilst your party keeps shooting. | |||
2018-04-07 | AUDIO: Really fix constant type in Nuked OPL emulator | Adrian Frühwirth | |
2018-04-07 | TUCKER: Do not assign negative value to unsigned int | Adrian Frühwirth | |
2018-04-07 | N64: Remove the port-specific integer type definitions | Bastien Bouclet | |
They are identical to those detected by configure on buildbot | |||
2018-04-07 | AUDIO: Specify constant type in Nuked OPL emulator | Eugene Sandulenko | |
2018-04-07 | CONFIGURE: Do not even try to build Nuked OPL when disabled | Eugene Sandulenko | |
2018-04-07 | PLUMBERS: Optimized heap allocation | whitertandrek | |
No sense in deleting and then allocating an object again because loadStream method destroy previous data. | |||
2018-04-07 | PLUMBERS: Removed unnecessary calls | whitertandrek | |
destructor of Common::File anyway calls close method | |||
2018-04-07 | PLUMBERS: Change file allocation from heap to stack | whitertandrek | |
2018-04-07 | PLUMBERS: Remove unnecessary conditional | whitertandrek | |
delete perfoms the check anyway | |||
2018-04-07 | SUPERNOVA: Fix missing return statement | Adrian Frühwirth | |
2018-04-07 | IMAGE: Explicitly initialize CinePak codebooks | Torbjörn Andersson | |
Starship Titanic produces lots of "uninitialized value" warnings at the very beginning of the game, when turning right. This is because in the very first movie frame it uses codebooks that have not been loaded. Explicitly set their data to 0 to guarantee consistent behavior. | |||
2018-04-07 | JANITORIAL: Add missing endline | Eugene Sandulenko | |
2018-04-07 | CONFIGURE: Add option to disable Nuked OPL and disable it on low-end platforms | Eugene Sandulenko | |
2018-04-07 | BASE: Show nuked audio driver only when compiled | Eugene Sandulenko | |
2018-04-07 | I18N: Update translations templates | Thierry Crozat | |
2018-04-07 | AUDIO: Add Nuked OPL3 core | nukeykt | |
2018-04-07 | DS: Fix touch input | Matthew Stewart | |
2018-04-07 | DS: Fix building with ndstool | Matthew Stewart | |
2018-04-07 | DS: Fix detection of external libraries | Cameron Cawley | |
2018-04-07 | DS: Add necessary files to .gitignore | Cameron Cawley | |
2018-04-07 | DS: Disable highres games by default | Cameron Cawley | |
2018-04-07 | DS: Fix building with AGI engine disabled | Cameron Cawley | |
2018-04-07 | DS: Fix compilation with devkitARM r47 | Cameron Cawley | |
2018-04-07 | RISCOS: Package translated documentation | Cameron Cawley | |
2018-04-07 | I18N: Update translations templates | Thierry Crozat | |
2018-04-07 | ALL: Load savegame thumbnail only when necessary | Adrian Frühwirth | |
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place. | |||
2018-04-06 | XEEN: Fix animation for Elemental Storm spell | Paul Gilbert | |
2018-04-06 | XEEN: Don't set a _buttonValue when Ctrl or Alt is pressed | Paul Gilbert | |
This avoids a problem where holding down Ctrl for the GMM was passing multiple turns.. very noticeable if there were monsters nearby, or the party is standing on a trap tile | |||
2018-04-06 | XEEN: Fix crash getting Scarab of Imaging | Paul Gilbert | |
2018-04-06 | XEEN: Fix Space tiles not appearing in the map & minimap | Paul Gilbert | |
2018-04-06 | XEEN: Cleanup of monster move check method | Paul Gilbert | |
2018-04-06 | XEEN: Fix teleporting outdoors | Paul Gilbert | |
2018-04-06 | I18N: Update translation (Dutch) | Ben Castricum | |
Currently translated at 100.0% (964 of 964 strings) | |||
2018-04-05 | XEEN: Fix equipping belts | Paul Gilbert | |
2018-04-05 | XEEN: Fix Barok giving Enchant Item spell to party | Paul Gilbert | |