Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-11-06 | SCUMM HE: MBC: Pass userid for the endsession request | Eugene Sandulenko | |
2019-11-05 | I18N: Convert Russian and Ukrainian translations back to iso-8859-5 | Thierry Crozat | |
2019-11-05 | NETWORKING: Fix compilation for lower versions of libcurl | Eugene Sandulenko | |
2019-11-05 | SCUMM HE: MBC: Implement Net::destroyPlayer() | Eugene Sandulenko | |
2019-11-05 | 3DS: Fix centering of the game screen | Bastien Bouclet | |
2019-11-05 | 3DS: Reworked OSD message display | Bastien Bouclet | |
So the game remains interactive while OSD message are displayed. | |||
2019-11-05 | 3DS: Some changes to magnify mode | Bastien Bouclet | |
2019-11-05 | 3DS: Implement magnify mode toggle on L and move keyboard to Y/DRIGHT | Michael Ball | |
2019-11-05 | I18N: Update translation (Russian) | Eugene Sandulenko | |
Currently translated at 100.0% (1162 of 1162 strings) | |||
2019-11-05 | I18N: Update translation (Greek) | Antoniou Athanasios | |
Currently translated at 99.4% (1155 of 1162 strings) | |||
2019-11-05 | I18N: Update translation (Ukrainian) | Eugene Sandulenko | |
Currently translated at 100.0% (1162 of 1162 strings) | |||
2019-11-05 | NETWORKING: Enter Session | Alexander 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(); ``` | |||
2019-11-05 | NETWORKING: Enter SessionRequest | Alexander 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(); ``` | |||
2019-11-05 | NETWORKING: Add CurlRequest::wait() | Alexander Tkachev | |
2019-11-05 | JANITORIAL: Fix Networking::DataResponse typedef naming | Alexander Tkachev | |
2019-11-05 | BLADERUNNER: #11239 Fix buggy state and saved games for Desk Clerk | Thanasis 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 | |||
2019-11-05 | SCUMM HE: MBC: Fix debug output | Eugene Sandulenko | |
2019-11-05 | SCUMM HE: MBC: Implement Net::disableSessionJoining() | Eugene Sandulenko | |
2019-11-05 | SCUMM HE: MBC: Properly thread async requests | Eugene Sandulenko | |
2019-11-05 | SCUMM HE: MBC: Implemented function return from remote client | Eugene Sandulenko | |
2019-11-04 | PRINCE: I18N: Update translation (English) | Eugene Sandulenko | |
Currently translated at 57.4% (1582 of 2757 strings) | |||
2019-11-04 | SCUMM HE: MBC: Implement Net::endSession() | Eugene Sandulenko | |
2019-11-04 | SCUMM HE: MBC: Query sessions asynchronously | Eugene Sandulenko | |
2019-11-04 | SCUMM HE: MBC: Cleanup | Eugene Sandulenko | |
2019-11-04 | 3DS: Add a make rule for a distributable package | Bastien Bouclet | |
2019-11-04 | I18N: Update translation (Greek) | Antoniou Athanasios | |
Currently translated at 98.5% (1144 of 1162 strings) | |||
2019-11-04 | I18N: Update translation (Hebrew) | Matan Bareket | |
Currently translated at 100.0% (1162 of 1162 strings) | |||
2019-11-04 | I18N: Regenerate translations data file | Thierry Crozat | |
2019-11-04 | SCUMM HE: MBC: Do not block execution when sending packets | Eugene Sandulenko | |
2019-11-03 | CREDITS: whoozle is not retired anymore | Eugene Sandulenko | |
2019-11-03 | CREDITS: Update build target to generate the new yaml credits | Matan Bareket | |
2019-11-03 | PS3: Implement the cloud synchronization features | Bastien Bouclet | |
2019-11-03 | 3DS: Implement cloud sync support | Bastien Bouclet | |
2019-11-03 | 3DS: Use DATA_PATH to configure support files location | Bastien Bouclet | |
2019-11-03 | NETWORKING: Try loading the CA bundle from DATA_PATH | Bastien Bouclet | |
2019-11-03 | NETWORKING: Improve libcurl error handling | Bastien Bouclet | |
Error messages for failed requests are now printed as warnings. | |||
2019-11-03 | STARTREK: Remove sound function wrappers out of StarTrekEngine | Filippos Karapetis | |
2019-11-03 | I18N: Update translations templates | Thierry Crozat | |
2019-11-03 | DOC: Update the documentation for engineId | Bastien Bouclet | |
2019-11-03 | BASE: Remove the engines/games alphabetical sort | Bastien Bouclet | |
2019-11-03 | ENGINES: Remove useless TODO | Bastien Bouclet | |
2019-11-03 | CRYO: Revert copyright string change | Bastien Bouclet | |
2019-11-03 | DC: Update for the engineId changes | Bastien Bouclet | |
2019-11-03 | BASE: Change the command line interface to use engine-qualified game names | Bastien 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. | |||
2019-11-03 | BASE: Add a command line option to list the engines | Bastien Bouclet | |
2019-11-03 | MOHAWK: Stop relying on the target to detect the current game | Bastien Bouclet | |
The target is user defined and not may not contain the game name | |||
2019-11-03 | ENGINES: Automatically upgrade the targets on launch to add an engine ID | Bastien Bouclet | |
2019-11-03 | ENGINES: 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> | |||
2019-11-03 | ENGINES: Stop using 'single id' | Bastien Bouclet | |
2019-11-03 | ENGINES: Add an engine ID to all the engines | Bastien Bouclet | |