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2014-11-23Merge pull request #534 from skristiansson/pr/loadstreamFilippos Karapetis
COMMON: make XMLParser::loadStream() fail when stream is null
2014-11-23DOCS: Add CONTRIBUTING.mdWillem Jan Palenstijn
This will be displayed on github as "guidelines for contributing".
2014-11-23Merge pull request #535 from segrax/FixDemoDavid Turner
SCUMM: MANIAC V1 Demo: GF_DEMO was not being set
2014-11-23SCUMM: MANIAC V1 Demo: GF_DEMO was not being setRobert Crossfield
2014-11-22COMMON: make XMLParser::loadStream() fail when stream is nullStefan Kristiansson
Some users of this method relies on it to fail when an invalid stream is passed to it (E.g. VirtualKeyboard::openPack).
2014-11-19AGOS: Fix invisibility in Amiga CD32 Simon the Sorcerer 1 demoTorbjörn Andersson
This probably affects the full version as well, but I haven't verified that. Either way, the old code was obviously wrong while the new makes it look right to me.
2014-11-19AGOS: Added detection for Simon the Sorcerer 1 CD32 demoTorbjörn Andersson
I have verified that the demo is completable, though it doesn't actually seems to end. You're just told that there is nothing more for you to do.
2014-11-16CREDITS: Add Tobia TesanWillem Jan Palenstijn
2014-11-15ANDROID: Delay deleting a local ref until it's no longer usedMatthew Hoops
Should fix bug #6741
2014-11-09PRINCE: Double animation of bird after 'throw a rock' mini-game fixlukaslw
2014-11-09SCI: Phantasmagoria actually outputs 630x450 nowMartin Kiewitz
clipping of video output was required
2014-11-09SCI: some more work on 480x300 mac supportMartin Kiewitz
2014-11-09PRINCE: playSample() - split to sound and speech types to correct volume ↵lukaslw
settings
2014-11-09PRINCE: canLoadGameStateCurrently() - to check if loading is allowedlukaslw
Also block saving during dialogbox and inventory drawing
2014-11-09PRINCE: canSaveGameStateCurrently() - check conditions when you can't save ↵lukaslw
the game state
2014-11-09PRINCE: Add loading during startup and syncSoundSettings featureslukaslw
2014-11-09PRINCE: Allow RTL engine featurelukaslw
2014-11-09PRINCE: Allow to skip intro animation with LMBlukaslw
2014-11-08PRINCE: showLogo() - allow to skip logo animation or quit game during itlukaslw
2014-11-08PRINCE: Silence last comparison warning in gcclukaslw
2014-11-08PRINCE: Silence signed and unsigned comparison warnings in gcclukaslw
2014-11-08PRINCE: Fix double loading of variaTxt.dat file in init()lukaslw
2014-11-08PRINCE: Reduce pause() and pause2() to one function and rename it to ↵lukaslw
pausePrinceEngine()
2014-11-08PRINCE: Implement pauseEngineIntern() - pause and resume music in GMMlukaslw
2014-11-07GROOVIE: Do not play audio in V2 games when only one frame is shownFilippos Karapetis
2014-11-06SCI: hopefully Japanese text wrapping is fine nowMartin Kiewitz
also removed duplicate entries in punctuation table thanks to wjp
2014-11-05Merge pull request #437 from tobiatesan/wme_subtitlesEinar Johan Trøan Sømåen
WME Subtitles
2014-11-05WINTERMUTE: Fix formatting in video_subtitler.hTobia Tesan
2014-11-05WINTERMUTE: Move var declarations inside loop in loadSubtitlesTobia Tesan
2014-11-05WINTERMUTE: Remove redundant explicit call to Common::String constructorTobia Tesan
2014-11-05WINTERMUTE: Declare vars inside appropriate block in loadSubtitlesTobia Tesan
2014-11-05WINTERMUTE: Keep _[show|current]Subtitle private in video_subtitler.hTobia Tesan
2014-11-04SCI: fix Japanese Space Quest 4 (intro + buttons)Martin Kiewitz
At least SQ4 uses #j text prefix as signal for the interpreter to not use the PC9801 hires font, but to use the internal low res font instead
2014-11-04SCI: kStrCat does language-splitting for QfG1 tooMartin Kiewitz
2014-11-04WINTERMUTE: Add VK-translations for F1-F12 and HOMEEinar Johan Trøan Sømåen
2014-11-04WINTERMUTE: Add detection for Bickadoodle 1.2 (Fixes bug 6735)Einar Johan Trøan Sømåen
2014-11-04WINTERMUTE: Use macros to simplify detection_tables.hEinar Johan Trøan Sømåen
2014-11-04WINTERMUTE: killAllSounds only if WME targetExecutable >= 1.8.6Tobia Tesan
This fixes #6647
2014-11-04WINTERMUTE: Introduce WMEGameDescriptionTobia Tesan
I aped what has been done with AGS: in engines/agi/detection.cpp, adding a struct that includes ADGameDescription at the beginning. This is also recommended in advancedDetector.h
2014-11-04GROOVIE: Handle transparency in Gamepad videos in the 11th HourFilippos Karapetis
2014-11-04GROOVIE: More bugfixes for V2 puzzle overlay videosFilippos Karapetis
2014-11-04GROOVIE: Handle flag 2 for V2 games (show a whole overlay video)Filippos Karapetis
2014-11-04GROOVIE: More work on transparency in the puzzle scenes for V2 gamesFilippos Karapetis
This fixes most of the transparency issues in the puzzle screens. They are still not correct, as the relevant videos play completely, instead of showing a single frame. This also fixes issues with commit 2d42ab8
2014-11-03GROOVIE: Fix video transparency in V2 gamesFilippos Karapetis
2014-11-03GROOVIE: Initial implementation of direct game load for the 11th HourFilippos Karapetis
2014-11-03GROOVIE: Add a stub for opcode 42 in V2 gamesFilippos Karapetis
This was o_cellmove in T7G (the Microscope puzzle)
2014-11-03GROOVIE: Implement o2_copyscreentobg and o2_copybgtoscreenFilippos Karapetis
2014-11-03GROOVIE: Add initial full screen functionality for V2 gamesFilippos Karapetis
2014-11-03GROOVIE: Finish implementation of o_hotspot_outrectFilippos Karapetis
This is needed by the main menu in the 11th Hour
2014-11-02VIDEO: Make AVIAudioTrack::resetStream() virtualMatthew Hoops
In case a subclass (like Zork) needs to override it