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2016-07-31GRAPHICS: Create wrapper namespace for MacMenu constantsBorja Lorente
2016-07-31WAGE: Extract MacMenuBorja Lorente
2016-07-30WAGE: Adapt to MacMenu namespace changeBorja Lorente
2016-07-30GRAPHICS: Change namespace of MacMenuBorja Lorente
2016-07-30WAGE: Extract MacWindowBorja Lorente
2016-07-30WAGE: Change namespace of MacWindowBorja Lorente
2016-07-30WAGE: Extract MacWindowManagerBorja Lorente
2016-07-29WAGE: Make menu items show Save/Load dialogAlexander Tkachev
Default ScummVM Save/Load dialog shows up on click.
2016-07-29Merge pull request #793 from Tkachov/wageEugene Sandulenko
WAGE: Add save/load code
2016-07-29WAGE: Fix Chr::ChrArmorType unknown identifierAlexander Tkachev
It should've been `Chr` instead.
2016-07-29MADS: Fix warningEugene Sandulenko
2016-07-29FULLPIPE: Fix crash in MGM::movementis2 clearingEugene Sandulenko
2016-07-28Merge pull request #794 from bgK/fix-tests-event-recorderEugene Sandulenko
COMMON: Fix tests when building with the event recorder
2016-07-28BUILD: Don't disable the event recorder for TravisCIBastien Bouclet
Tests now build fine with the event recorder enabled
2016-07-28Revert "BUILD: Fix test compilation with event recorder enabled"Bastien Bouclet
This reverts commit 1f8667c5d949070035390531e4f10c0f945d7352.
2016-07-28COMMON: Remove the EventRecorder dependency from OSystemBastien Bouclet
EventRecorder is in the gui lib which is not linked in the cxxtest suite.
2016-07-28WAGE: Refresh menus on loadAlexander Tkachev
2016-07-28BUILD: Use parallel build on travis (#792)Michał Janiszewski
2016-07-28WAGE: Fix weapons menu sizeEugene Sandulenko
2016-07-28WAGE: Refine loadGame()Alexander Tkachev
It now actually does the loading.
2016-07-28TINSEL: Move debug channel registration to the very top of the engine ↵Eugene Sandulenko
constructor
2016-07-28SHERLOCK: Fix debug channel initializationEugene Sandulenko
2016-07-28MORTEVIELLE: Fix debug channel initializationEugene Sandulenko
2016-07-28MADS: Fix debug channel initializationEugene Sandulenko
2016-07-28GROOVIE: Move debug channel registration to the top of the engine constructorEugene Sandulenko
2016-07-28GOB: Move debug channel registration to the top of the engine constructorEugene Sandulenko
2016-07-28GNAP: Move debug channel registration to the top of the engine constructorEugene Sandulenko
2016-07-28DREAMWEB: CleanupEugene Sandulenko
2016-07-28CINE: Move debug channel registration to the first place in the constructorEugene Sandulenko
Otherwise we could miss some of the debug output as the channels are not yet registered.
2016-07-28ACCESS: Move debug channel registration where they belongEugene Sandulenko
2016-07-28DRACI: Remove generic commentEugene Sandulenko
2016-07-28FULLPIPE: Hid warning under debug channel. More debug outputEugene Sandulenko
2016-07-28FULLPIPE: Fixed debuf channel registrationEugene Sandulenko
2016-07-28BUILD: Disable Event Recorder for Travis CI, as our test/ suite is yet ↵Eugene Sandulenko
compatible with it
2016-07-28Merge pull request #608 from mgerhardy/travisEugene Sandulenko
BUILD: Added Travis-CI support
2016-07-28FULLPIPE: Split all debug output by channelsEugene Sandulenko
2016-07-28FULLPIPE: Added more debug channelsEugene Sandulenko
2016-07-28FULLPIPE: Started using debug channelsEugene Sandulenko
2016-07-27WAGE: Add loadGame() sketchAlexander Tkachev
2016-07-27SCI32: Give default skip color a nameColin Snover
2016-07-27SCI32: Remove dead placeholder rendering codeColin Snover
2016-07-27SCI32: Fix kShowMovie calls crashing SCI32Colin Snover
This will all be overhauled in the future but for now it is best not to crash when playing AVI/SEQ files.
2016-07-27SCI32: Re-enable the high resolution mode option for GK1Colin Snover
2016-07-27SCI32: Use extern instead of #include frameout.h for splitRectsColin Snover
2016-07-27SCI32: Fix backwards kFrameOut throttle timingsColin Snover
2016-07-27SCI32: Handle remap data outside the game's remap rangeColin Snover
2016-07-27WAGE: Move some code in saveGame()Alexander Tkachev
Now flags, version, description and thumbnail are added in the end of the file, thus making saves compatible with original ones.
2016-07-27WAGE: Refine saveGame() once moreAlexander Tkachev
_resourceId is added to entities, so saveGame() can access these ids and save them.
2016-07-27WAGE: Add World's _signatureAlexander Tkachev
2016-07-27WAGE: Refine saveGame()Alexander Tkachev
Base/Current stats fix + loopNum, aim, opponentAim saving.