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2018-04-07AUDIO: Really fix constant type in Nuked OPL emulatorAdrian Frühwirth
2018-04-07TUCKER: Do not assign negative value to unsigned intAdrian Frühwirth
2018-04-07N64: Remove the port-specific integer type definitionsBastien Bouclet
They are identical to those detected by configure on buildbot
2018-04-07AUDIO: Specify constant type in Nuked OPL emulatorEugene Sandulenko
2018-04-07CONFIGURE: Do not even try to build Nuked OPL when disabledEugene Sandulenko
2018-04-07PLUMBERS: Optimized heap allocationwhitertandrek
No sense in deleting and then allocating an object again because loadStream method destroy previous data.
2018-04-07PLUMBERS: Removed unnecessary callswhitertandrek
destructor of Common::File anyway calls close method
2018-04-07PLUMBERS: Change file allocation from heap to stackwhitertandrek
2018-04-07PLUMBERS: Remove unnecessary conditionalwhitertandrek
delete perfoms the check anyway
2018-04-07SUPERNOVA: Fix missing return statementAdrian Frühwirth
2018-04-07IMAGE: Explicitly initialize CinePak codebooksTorbjörn 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.
2018-04-07JANITORIAL: Add missing endlineEugene Sandulenko
2018-04-07CONFIGURE: Add option to disable Nuked OPL and disable it on low-end platformsEugene Sandulenko
2018-04-07BASE: Show nuked audio driver only when compiledEugene Sandulenko
2018-04-07I18N: Update translations templatesThierry Crozat
2018-04-07AUDIO: Add Nuked OPL3 corenukeykt
2018-04-07DS: Fix touch inputMatthew Stewart
2018-04-07DS: Fix building with ndstoolMatthew Stewart
2018-04-07DS: Fix detection of external librariesCameron Cawley
2018-04-07DS: Add necessary files to .gitignoreCameron Cawley
2018-04-07DS: Disable highres games by defaultCameron Cawley
2018-04-07DS: Fix building with AGI engine disabledCameron Cawley
2018-04-07DS: Fix compilation with devkitARM r47Cameron Cawley
2018-04-07RISCOS: Package translated documentationCameron Cawley
2018-04-07I18N: Update translations templatesThierry Crozat
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian 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.
2018-04-06XEEN: Fix animation for Elemental Storm spellPaul Gilbert
2018-04-06XEEN: Don't set a _buttonValue when Ctrl or Alt is pressedPaul 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
2018-04-06XEEN: Fix crash getting Scarab of ImagingPaul Gilbert
2018-04-06XEEN: Fix Space tiles not appearing in the map & minimapPaul Gilbert
2018-04-06XEEN: Cleanup of monster move check methodPaul Gilbert
2018-04-06XEEN: Fix teleporting outdoorsPaul Gilbert
2018-04-06I18N: Update translation (Dutch)Ben Castricum
Currently translated at 100.0% (964 of 964 strings)
2018-04-05XEEN: Fix equipping beltsPaul Gilbert
2018-04-05XEEN: Fix Barok giving Enchant Item spell to partyPaul Gilbert
2018-04-05XEEN: Remove map load assert to allow Northern Sphinx map to loadPaul Gilbert
2018-04-05XEEN: Move check code for nearby monsters to it's own methodPaul Gilbert
2018-04-05XEEN: Fix getting multiple Northern Sphinx keysPaul Gilbert
2018-04-05XEEN: Fix lockpicking to use selected characterPaul Gilbert
2018-04-05XEEN: Fix entering password in Castle BasenjiPaul Gilbert
2018-04-04XEEN: Refine bounds of scene drawing clip areaPaul Gilbert
2018-04-04XEEN: Draw proper sky tiles outside bounds of sky mapsPaul Gilbert
2018-04-04XEEN: Don't show space or sky tiles as obscured in the minimapPaul Gilbert
2018-04-04XEEN: Improved clipping for drawing within scene areaPaul Gilbert
2018-04-04COMMON: Add WARN_UNUSED_RESULT to scummsys.hAdrian Frühwirth
2018-04-04COMMON: Verify nb_NO localeAdrian Frühwirth
Despite looking weird, this is the correct locale for Norwegian (Bokmål).
2018-04-04BLADERUNNER: Fix memory leaksEugene Sandulenko
2018-04-04SDL: Allow to load a custom game controller mapping fileLMerckx
And add a specific joystick button to open virtual keyboard
2018-04-03XEEN: Fix cmdIfMapFlag crash when banging Winterkill gongPaul Gilbert
2018-04-03XEEN: Don't allow saving in the war zonePaul Gilbert