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2012-12-13CREDITS: Adding credits for Belarusian translationThierry Crozat
2012-12-13I18N: Adding Belarusian translation from patch #3595284Thierry Crozat
2012-12-13Merge pull request #293 from clone2727/qtmidiclone2727
Add support for QuickTime Music playback
2012-12-13AUDIO: Add some general documentation on MidiParser_QTMatthew Hoops
2012-12-13TINSEL: Silence gcc warningMatthew Hoops
2012-12-13VIDEO: Fix seeking when playing with a custom rateMatthew Hoops
2012-12-13WINTERMUTE: Fix a memory-leak in the thumb-nail loading.Einar Johan Trøan Sømåen
2012-12-13WINTERMUTE: Split renderTicket into a separate file.Einar Johan Trøan Sømåen
2012-12-13WINTERMUTE: Avoid unneccessary alpha-blits when using dirty-rects.Einar Johan Trøan Sømåen
2012-12-13WINTERMUTE: Scale thumbs to kThumbNailWidth/kThumbNailHeightEinar Johan Trøan Sømåen
2012-12-13COMMON: Forbid symbols for the rest of is* from ctype.h.Johannes Schickel
I also moved the isprint case to the correct position. This adds a FIXME to our lua code from sword25, which uses iscntrl directly.
2012-12-13COMMON: Add wrapper for isprint.Johannes Schickel
This is done in the spirit of 658080deeda79d20ea40643569fbcb072573e7cf.
2012-12-13WINTERMUTE: Implement simple sprite-batching to speed up tileImage-drawing.Einar Johan Trøan Sømåen
2012-12-13WINTERMUTE: Further optimize drawTicket-checking.Einar Johan Trøan Sømåen
2012-12-13WINTERMUTE: Privatize members in UITiledImageEinar Johan Trøan Sømåen
2012-12-13WINTERMUTE: Correct the char-code check in BaseKeyboardStateEinar Johan Trøan Sømåen
2012-12-13WINTERMUTE: Check renderTicket-owner before anything else.Einar Johan Trøan Sømåen
2012-12-13WINTERMUTE: Use ascii for detecting printable-characters instead of Keycode.Einar Johan Trøan Sømåen
2012-12-13PEGASUS: Fix invalid use of RipTimerMatthew Hoops
2012-12-13COMMON: Fix potential uninitialized memory usageMatthew Hoops
2012-12-13TINSEL: Fix a comment in playDW1MacMusic()Filippos Karapetis
Thanks to clone2727 for noticing
2012-12-13TINSEL: Add support for the digitized music in DW1 MacFilippos Karapetis
2012-12-13TINSEL: Unify the PSX graphics drawing code with the restFilippos Karapetis
This is nitpicking, for uniformity which I forgot to add in a previous cleanup commit
2012-12-13TINSEL: Remove outdated commentFilippos Karapetis
2012-12-13TINSEL: Clean up the sound codeFilippos Karapetis
2012-12-11TINSEL: Clean up the graphics draw types codeFilippos Karapetis
2012-12-11TINSEL: Fix misleading commentFilippos Karapetis
2012-12-11TINSEL: Fix the colors in the Mac version of DW1Filippos Karapetis
2012-12-11TINSEL: An additional endianess fix for DW1 MacFilippos Karapetis
This will also need testing on a BE system
2012-12-11TINSEL: Merge the different TinselV0/V1 graphics code handlersFilippos Karapetis
2012-12-11TINSEL: The speech file in DW1 Mac demo/full is LEFilippos Karapetis
2012-12-11TINSEL: Handle the invalid max polygons value in DW1 MacFilippos Karapetis
2012-12-11TINSEL: Add an initial incomplete graphics decoder for DW1 MacFilippos Karapetis
Part of the game graphics is now shown
2012-12-11TINSEL: Fix what seems to be two bugs in the endianess handling codeFilippos Karapetis
This will need to be tested in a BE system for correctness. Fixes the Mac version of DW1
2012-12-11TINSEL: Add another check to skip the non-MIDI music of DW1 MacFilippos Karapetis
2012-12-11TINSEL: Add resource handling of the BE resources in DW1 MacFilippos Karapetis
This is the second attempt. All the BE resources of DW1 Mac are handled correctly now. Added READ_16, READ_32, FROM_16, FROM_32 and TO_32 to handle all of the different cases where endianess is already handled. Note that the game scripts are LE, so these haven't been changed
2012-12-11TINSEL: Revert the BE -> LE resource conversion for DW1 MacFilippos Karapetis
This was a bad idea, as we ended up with another place where the resource files were processed. Thus, I'm moving back to handling the BE resources of the Mac version in the engine itself
2012-12-10TINSEL: Remove unused variableTorbjörn Andersson
2012-12-10Revert "OPENGLSDL: Remove HACK in fullscreen toggle mode."Johannes Schickel
This reverts commit b6f7d697090ca6f90d20f0f2d5661cc4c8b71bf2. This actually breaks fullscreen mode cycling.
2012-12-10AUDIO: Fix MS ADPCM to work with Mono streams using odd sized buffers.D G Turner
2012-12-10TINSEL: Add a WIP BE To LE SCN file conversion code (unfinished)Filippos Karapetis
This is a cleaner approach to handle the Mac version of DW1 (demo and full versions - refer to bug #3110936). This way, we can keep the game engine as LE even with the Mac BE resource files. Both the demo and the full version progress up to drawing the scene graphics now and crash because of the currently unhandled bitmap chunk.
2012-12-10TINSEL: Simplify the scene entrance handling codeFilippos Karapetis
This also reverts the rest of the BE resource handling code
2012-12-10TINSEL: Revert most of the engine BE resource handling codeFilippos Karapetis
This was added in commit 3fdddd53b2b970aae3e967bebc0bff6e642a5111. However, having handling for both BE and LE resource complicates the engine code unnecessarily. Thus, a different approach will be done.
2012-12-09WINTERMUTE: Fix a gcc warningMatthew Hoops
2012-12-09VIDEO: Fix setRate when _lastTimeChange is less than a frameMatthew Hoops
Thanks to bgK for noticing
2012-12-09WINTERMUTE: Privatize members in AdObject.Einar Johan Trøan Sømåen
2012-12-09WINTERMUTE: Privatize members in AdSceneStateEinar Johan Trøan Sømåen
2012-12-09WINTERMUTE: Mark savedGameExt and localSaveDir for eventual removal.Einar Johan Trøan Sømåen
2012-12-09WINTERMUTE: Remove unused include in BaseGameEinar Johan Trøan Sømåen
2012-12-09WINTERMUTE: Remove code moved in previous commit.Einar Johan Trøan Sømåen