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2011-03-08Merge branch 'master' of github.com:scummvm/scummvmsylvaintv
2011-03-08TOON: Decrease CPU usagesylvaintv
Added dirty rects Reduced the max FPS from 60 to 30
2011-03-08HUGO: Misc savegame modificationsstrangerke
- Add initial savegame on slot 0 - Save viewstate as it may now contain several different values when saving - Fix loading from GMM - Implement ctrl-N
2011-03-07ANDROID: Move misplaced assertdhewg
Leftover from the recently introduced 16bit support
2011-03-07ANDROID: Move the overlay initializationdhewg
There's no point in doing that in initSize() every time
2011-03-07MOHAWK: Fix Riven's cursor in the main menuMatthew Hoops
Actually call the showCursor() function now...
2011-03-07SCI: Constify some codeMax Horn
2011-03-07Merge branch 'pe_exe' of https://github.com/clone2727/scummvm into ↵Matthew Hoops
clone2727-pe_exe
2011-03-07GRAPHICS: Cleanup WinCursorGroup functions a bitMatthew Hoops
ScopedPtr is now used on the streams to avoid having repetitive delete calls.
2011-03-07MOHAWK: Remove unused runLoadDialog() functionMatthew Hoops
2011-03-07ANDROID: Save the game when the process is pauseddhewg
The OS can kill the activity at will after onPause() or onStop() to free up memory for other application. Provide a parachute when the engine allows it.
2011-03-07ANDROID: Texture cleanupdhewg
2011-03-07HUGO: Fix registration messages for H1 Dos Freeware version (in intro)strangerke
2011-03-07GRAPHICS: Add doxygen comments for WinCursorGroupMatthew Hoops
2011-03-07COMMON: Add TODO to make compressed NE EXE handling transparentMatthew Hoops
2011-03-07COMMON: Add a sanity assertMatthew Hoops
2011-03-07COMMON: Fix WinResourceID::getID()Matthew Hoops
2011-03-07COMMON: Make the operator=(String) function be a const reference insteadMatthew Hoops
2011-03-07GRAPHICS: Fix a missing 'f'Matthew Hoops
Thanks, fuzzie
2011-03-07MOHAWK: Error message consistencyMatthew Hoops
2011-03-07MOHAWK: Improve error handling when data isn't foundMatthew Hoops
2011-03-07SCI: Initial handling of the views in Longbow Amiga. Still not rightmd5
2011-03-07MOHAWK: Make Riven use original executables for cursorsMatthew Hoops
It will try both Windows and Macintosh executables. The hardcoded cursors have been removed.
2011-03-07GRAPHICS: Improve support of Windows 8bpp cursorsMatthew Hoops
2011-03-06SCUMM: Use the new WinCursor code in SCUMM HEMatthew Hoops
Also, updated the MacResManager cursor code to reflect the SCUMM resource extractor code changes
2011-03-06GRAPHICS: Fix PE cursorsMatthew Hoops
Initial work on 8bpp cursors has also been added
2011-03-06SCI: Fix KQ6 Mac inventory cursorsMatthew Hoops
2011-03-06SCI: Fix Mac SCI1.1 view decompressionMatthew Hoops
A regression from d2ad7898d9
2011-03-06SCI: Silence GCC warningeriktorbjorn
2011-03-06SCI: Merged the cel data unpacking code for views and picturesmd5
2011-03-06TOON: Fix crashs when toon.dat is not presentsylvaintv
2011-03-06TOON: Improve music fading between roomssylvaintv
2011-03-06TOON: Fix global package loadingsylvaintv
2011-03-06OPENGL: Fix compilation for --disable-16bitdhewg
2011-03-06SCI: Some changes to picture drawingmd5
- Fixed picture drawing for Longbow Amiga (view drawing is still wrong, though) - Added debug output for picture drawing
2011-03-05ANDROID: Fix warningdhewg
2011-03-05ANDROID: Fix 16bit cursorsdhewg
I hate this code
2011-03-05ANDROID: Proper fillBuffer() for non CLUT8 colorsdhewg
2011-03-05ANDROID: Rename function for less confusiondhewg
2011-03-05TOON: Integrated resource cache patch by eriktorbjornsylvaintv
Reduced global memory usage of the game Global PAK files are not loaded entirely anymore
2011-03-05SCI: Further clarify commentLars Skovlund
2011-03-05GRAPHICS: Add support for PE cursors in WinCursorGroupMatthew Hoops
Only 1bpp still
2011-03-05ANDROID: Clear screen on initSize()dhewg
2011-03-05ANDROID: Add initial 16bit gfx supportdhewg
Supported pixel formats: 565, 5551, 4444 Missing: 555 (doesn't exist on GLES)
2011-03-05MOHAWK: Implement Mechanical opcode 122, elevator go down timerBastien Bouclet
2011-03-05SCI: Cleared up the different view types and ordered them by color countmd5
2011-03-05SCI: Added some support code for Longbow Amigamd5
2011-03-05AGI: Kill the timer based counterdhewg
Using the timer mechanism for just a simple counter is not just overkill, its also inaccurate. When using a call frequency of x, and waiting for y callbacks, the passed time will not be x*y. The problem amplifies on slower platforms and/or fair thread schedulers. Use absolute times instead. Most notably, the walking speed of the avatar is now smooth on android, but probably on all other handhelds we support too.
2011-03-05ANDROID: Reduce mem usage of fillBuffer()dhewg
2011-03-05ANDROID: Merge updateTexture()dhewg