aboutsummaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2015-11-27HE: Proper cast to double to avoid integer divisionEugene Sandulenko
2015-11-27SCUMM: Enforcing numbers to doubleEugene Sandulenko
2015-11-27ACCESS: Adding missing commaEugene Sandulenko
2015-11-27WINTERMUTE: Proper place for pointer checkEugene Sandulenko
2015-11-27WINTERMUTE: More sanity checksEugene Sandulenko
2015-11-27AGI: Better pointer checkingEugene Sandulenko
2015-11-27MADS: Fixing parenthesis. Requires checking with the originalEugene Sandulenko
2015-11-27MADS: Fix warning. Requires consulting with the originalEugene Sandulenko
2015-11-27MADS: Shut gcc warning. Requires checkingEugene Sandulenko
2015-11-27AGI: Removed excess checkEugene Sandulenko
2015-11-27LASTEXPRESS: Removing excess checkEugene Sandulenko
2015-11-27CGE2: Fix rounding errorEugene Sandulenko
2015-11-27PRINCE: Fix color clipping logicEugene Sandulenko
2015-11-27Merge pull request #627 from fedor4ever/masterEugene Sandulenko
SYMBIAN: various fixes
2015-11-27ACCESS: Add TODO for access.datTorbjörn Andersson
2015-11-27ACCESS: Silence gcc warningsPaul Gilbert
2015-11-27ACCESS: Creation of access.dat for holding Access games engine dataPaul Gilbert
2015-11-27FULLPIPE: Check result on realloc()Eugene Sandulenko
2015-11-27CGE2: Silent a CppCheck warningStrangerke
2015-11-27MORTEVIELLE: Reduce the scope of a variableStrangerke
2015-11-27ACCESS: Martian - Simplify check in takePicture()Strangerke
2015-11-27ACCESS: Fix bug in RiverStrangerke
2015-11-27MADS: Silence Clang warningTorbjörn Andersson
There are others still left, but this one was obvious how to fix.
2015-11-25Merge pull request #628 from rootfather/masterEugene Sandulenko
NEWS: Update German NEWS file to address all changes made until 9dbaf8d
2015-11-25NEWS: Update German NEWS file to address all changes made until 9dbaf8drootfather
2015-11-25SHERLOCK: fix comment typoMartin Kiewitz
2015-11-25ACCESS: fix comment typoMartin Kiewitz
2015-11-25ACCESS: Silence GCC warningsTorbjörn Andersson
2015-11-25MADS: NEBULAR: Fix another (potential) memory leakStrangerke
2015-11-25MADS: Nebular - Fix two memory leaks in dialogsStrangerke
2015-11-24MADS: Fix several memory leaks in the conversation codeStrangerke
2015-11-24MADS: Phantom - change the type of timeout to uint32 in handlePrisonerSpeech()Strangerke
2015-11-24MADS: Nebular: Use INDEFINITE_TIMEOUT instead of an hardcoded valueStrangerke
2015-11-24MADS: Refactor camera codeStrangerke
2015-11-24MADS: Don't set the camera for Rex gameStrangerke
2015-11-24MADS: Fix memory leak in loadMadsV2BackgroundStrangerke
2015-11-24MADS: Phantom - Initialize and synchronize a couple of variablesStrangerke
2015-11-24MADS: initialize some variablesStrangerke
2015-11-24MADS: Phantom: Add more checks in exitCatacombsStrangerke
Fix an assert in moveCatacombs
2015-11-24MADS: Phantom: Fix asserts in moveCatacombsStrangerke
2015-11-24MADS: Fix flag usage for the value KMSG_ANIMStrangerke
2015-11-24MADS: Dragon: Remove some dead code in hardcoded logicStrangerke
2015-11-24MADS: Phantom: Remove dead code in scene 310Strangerke
2015-11-24ACCESS: movie player: convert 6-bit pal properlyMartin Kiewitz
2015-11-24ACCESS: movie player: 6-bit palette to 8-bitMartin Kiewitz
adjust palette accordingly
2015-11-24ACCESS: movie player for Noctropolis+SynnergistMartin Kiewitz
accessible via debug command "playmovie"
2015-11-23SHERLOCK: SS: Fix exit crash in Sherlock playable demoPaul Gilbert
2015-11-23AGI: add new debug command "version"Martin Kiewitz
Tries to figure out the game version It does this by scanning through all game scripts Sadly there is no better way, because there is no common location of the game version
2015-11-23ACCESS: AGoE - Add detection for Spanish version, provided in bug #6958Strangerke
2015-11-23BBVS: Fix bug #6954: Pathfinding bug in Prisonjohndoe123
The bug was caused by a check introduced by me to avoid division-by-zero errors when the source and dest x values are equal. This had the side effect that it didn't work well in this case outlined in the bug report, maybe also in other places. I'm not sure how to handle a DBZ correctly here so I'm setting the x delta to 1.0 if it would normally be 0.0, which seems to work after walking around in some scenes.