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2014-01-23Merge pull request #422 from lordhoto/agos-archiveJohannes Schickel
AGOS: Archive code cleanup
2014-01-23FULLPIPE: Enable sceneFinalEugene Sandulenko
2014-01-23FULLPIPE: Implement sceneHandlerFinal_startFinal()Eugene Sandulenko
2014-01-23FULLPIPE: Implement sceneHandlerFinal_fallCoin()Eugene Sandulenko
2014-01-23FULLPIPE: More code to sceneFinalEugene Sandulenko
2014-01-23FULLPIPE: Implement sceneHandlerFinal()Eugene Sandulenko
2014-01-23FULLPIPE: Implement sceneFinal_updateCursor()Eugene Sandulenko
2014-01-23FULLPIPE: Plug sceneFinal inEugene Sandulenko
2014-01-23FULLPIPE: Initial code for sceneFinalEugene Sandulenko
2014-01-23Merge pull request #424 from wjp/amigaos4-fsWillem Jan Palenstijn
AMIGAOS4: FSNode fixes
2014-01-22AMIGAOS4: Clarify virtual fs root nodeWillem Jan Palenstijn
2014-01-22AMIGAOS4: Allow getParent() to work for non-directoriesWillem Jan Palenstijn
2014-01-22AMIGAOS4: Make isReadable return false for non-existent filesWillem Jan Palenstijn
This also properly initializes _bIsValid for non-existent files. For consistency, isWritable() is changed analogously to isReadable(), even though it should not lead to changes in behaviour.
2014-01-22AVALANCHE: Implement majorRedraw().uruk
2014-01-22AVALANCHE: Remove/move variables.uruk
2014-01-22TINSEL: Take advante of Engine::initializePath.Johannes Schickel
This makes sure that the game path is only ever added once for the PSX version of DW1. Most noticably this will make the warning about the game path being present in SearchSet disappear on startup.
2014-01-22ENGINES: Introduce method Engine::initializePath which sets up SearchMan.Johannes Schickel
This replaces the hardcoded addition of the game path in runGame in base/main.cpp by an engine configurable one.
2014-01-22AVALANCHE: Remove unused code.uruk
2014-01-22WINTERMUTE: Two minor formatting fixes.Johannes Schickel
2014-01-22FULLPIPE: Enable scene38. This completes the sceneEugene Sandulenko
2014-01-22FULLPIPE: Finish renames in scene38Eugene Sandulenko
2014-01-22FULLPIPE: Started renames in scene38Eugene Sandulenko
2014-01-22AVALANCHE: Move kTune and TuneType to Dialogs.uruk
2014-01-22AGOS: Use Common::File instead of SearchMan.Johannes Schickel
This makes sure the hack from Common::File for filenames with a trailing dot is used as expected.
2014-01-22AGOS: Get rid of ArchiveMan in favor of global SearchMan.Johannes Schickel
This in fact slightly changes the priority order of added archives. Formerly, all archives in SearchMan were preferred to the customly added ones in ArchiveMan. All standard paths (i.e. path and extrapath) will be still be searched before the custom ones (which are all priority 0 right now) but system specific paths will be searched after (due to their priority being -1). Since system specific paths shouldn't contain any game data files this should hopefully be harmless. This wasn't tested for games with CAB archives.
2014-01-22AGOS: Slightly clean up ArchiveMan code.Johannes Schickel
This removes the (always true) _fallBack flag which determined whether SearchMan should be searched.
2014-01-21OPENGL: Properly query for OpenGL errors.Johannes Schickel
There might be various error flags and we need to clear all of them to get precise error results. Thus, we need to call glGetError in a loop to achieve that.
2014-01-21BUILD: Remove now superfluous _taskbar=no in Wii specific configuration.Johannes Schickel
2014-01-21Merge pull request #421 from lordhoto/taskbar-cleanupJohannes Schickel
BUILD: Taskbar Cleanup/Fixes
2014-01-21FULLPIPE: Complete sceneHandler38_animateAlcoholics()Eugene Sandulenko
2014-01-21Merge pull request #413 from AReim1982/masterDavid Turner
WII: Implement changes needed by DevKitPPC R26 and later
2014-01-21BUILD: Auto detect taskbar support.Johannes Schickel
Formerly the taskbar support was *always* enabled except when the backend or user specified that it should be disabled. This causes nasty crashes for backends which do not have any taskbar support (like DC, Tizen and probably more which simply did not disable it so far) when defaultErrorHandler was called for example (Mass Add is also broken for those). The SDL (and derived backends) worked around missing taskbar support by simply faking a dummy taskbar implementation (but still claiming in configure that we feature taskbar integration, ouch). To avoid all non-SDL backends from manually specifying _taskbar=no I added some auto detection code which simply only enables taskbar support in case ScummVM is built on Win32 or libunity is present.
2014-01-21BUILD: Rename libunity support variable to "USE_UNITY" instead of ↵Johannes Schickel
"USE_TASKBAR_UNITY". This makes it consistent with other library support variables.
2014-01-21WINTERMUTE: Enable Wintermute by default.Einar Johan Trøan Sømåen
2014-01-21FULLPIPE: Started implementation of sceneHandler38_animateAlcoholics()Eugene Sandulenko
2014-01-21FULLPIPE: Implement sceneHandler38_propose()Eugene Sandulenko
2014-01-21FULLPIPE: Implement sceneHandler38_point()Eugene Sandulenko
2014-01-21FULLPIPE: Implement sceneHandler38_hammerKick()Eugene Sandulenko
2014-01-21WII: Implement changes needed by DevKitPPC R26 and laterAReim1982
This changes makes ScummVM compilable with newer versions of DevKitPPC. ScummVM can be linked against the original libogc and libfat. That makes some newer WiiMotes work, improves audio-/video-playback and contains various improvements.
2014-01-21WINTERMUTE: Avoid using Graphics::copyFrom to copy FMV-frames.Einar Johan Trøan Sømåen
copyFrom frees and reallocates the surface for every update, as long as the dimensions and format stay the same, we can do with just a memcpy. This gives a tiny improvement in the update-part of the Theora-player (on the order of a bit more than 1 second saved total in the 1:28 long J.U.L.I.A.-intro)
2014-01-21WINTERMUTE: Special-case FMV-handling to not fill the screen with background ↵Einar Johan Trøan Sømåen
color. If we have only one thing being drawn, and that is opaque, we can skip filling the render surface with background color. This shaves another few wasted cycles of the FMV playback. (Since we now don’t have to write the entire render surface TWICE). This reduces the time spent in drawTickets() to ~60% of what it was before.
2014-01-21WINTERMUTE: Fix bug that prevented the opaque and binary blit speedups from ↵Einar Johan Trøan Sømåen
working.
2014-01-19FULLPIPE: Implement sceneHandler38_tryTakeBottle() and postHammerKick()Eugene Sandulenko
2014-01-19FULLPIPE: Implement sceneHandler38_drink()Eugene Sandulenko
2014-01-19FULLPIPE: Implement sceneHandler38()Eugene Sandulenko
2014-01-19FULLPIPE: Implement scene38_setBottleState()Eugene Sandulenko
2014-01-19FULLPIPE: Plug scene38 inEugene Sandulenko
2014-01-19FULLPIPE: Initial code for scene38Eugene Sandulenko
2014-01-18NEVERHOOD: Add a todo in the readme related to engine dataStrangerke
2014-01-18MORTEVIELLE: Enable engine by defaultStrangerke