Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-02-18 | GPH: Make GPL headers consistent in themselves. | Johannes Schickel | |
2014-02-18 | DS: Make GPL headers consistent in themselves. | Johannes Schickel | |
2014-02-18 | DINGUX: Make GPL headers consistent in themselves. | Johannes Schickel | |
2014-02-18 | DC: Make GPL headers consistent in themselves. | Johannes Schickel | |
2014-02-18 | BACKENDS: Make GPL headers consistent in themselves. | Johannes Schickel | |
2014-02-18 | ANDROID: Make GPL headers consistent in themselves. | Johannes Schickel | |
2014-02-18 | AMIGAOS4: Make GPL headers consistent in themselves. | Johannes Schickel | |
2014-02-17 | SDL: Revert add warning if "waveout" driver is being used for audio. | Kirben | |
This situation was only caused by a buildbot issue, and the relevant information has been added to the FAQ on the ScummVM web site. | |||
2014-02-16 | SDL: Move debugging code to output SDL video driver name to initBackend. | D G Turner | |
The initBackend() function is called later after the command line is parsed and thus debug() prints can be used, which are much less noisy. | |||
2014-02-15 | Merge pull request #432 from klusark/race | Alyssa Milburn | |
ANDROID: Fix a race condition | |||
2014-02-14 | SDL: Add warning if "waveout" driver is being used for audio. | D G Turner | |
This will help avoid bug reports like #6510 - "SDL: Audio delay in daily builds" in future. | |||
2014-02-12 | OPENGL/SDL: Default to RGBA8888 (memory layout). | Johannes Schickel | |
This makes sure the default mode also works for OpenGL ES contexts. | |||
2014-02-12 | OPENGL: Always support RGBA8888 (memory layout). | Johannes Schickel | |
2014-02-12 | OPENGL: Move RGBA8888 (logical layout) to OpenGL specific formats. | Johannes Schickel | |
The reason here is that GL_UNSIGNED_INT_8_8_8_8 is not supported by the GLES standard. Thus we cannot use it outside OpenGL specific code paths. | |||
2014-02-12 | OPENGL: Use frac_t for cursor scaling. | Johannes Schickel | |
2014-02-12 | OPENGL: Simplify shake offset application. | Johannes Schickel | |
2014-02-12 | OPENGL: Use GLfloat for draw cooridnates in Texture. | Johannes Schickel | |
2014-02-12 | OPENGL: Use signed types for mouse coordinates. | Johannes Schickel | |
This adjusts for the fact that our event handling also uses signed coordinates. | |||
2014-02-12 | OPENGL: Properly use signed types for cursor hotspot. | Johannes Schickel | |
2014-02-12 | SDL: Add debugging code to output SDL video driver name being used. | D G Turner | |
2014-02-12 | SDL: Add debugging code to output SDL audio driver name being used. | D G Turner | |
This is to aid with investigation of bug #6510 - "SDL: Audio delay in daily builds" and similar future issues. | |||
2014-02-11 | OPENGL: Fix cursor regression when defaultFormat doesn't have an alpha channel. | Johannes Schickel | |
2014-02-11 | OPENGL: Properly setup full game palette on video mode change if required. | Johannes Schickel | |
2014-02-11 | OPENGL: Refactor texture instantiation. | Johannes Schickel | |
2014-02-11 | OPENGL: Rename notifyContextChange to notifyContextCreate. | Johannes Schickel | |
2014-02-11 | TIZEN: Notify OpenGL manager about context destruction. | Johannes Schickel | |
2014-02-11 | OPENGLSDL: Notify OpenGL manager about context destruction. | Johannes Schickel | |
2014-02-11 | OPENGL: Add notification function about context destruction. | Johannes Schickel | |
2014-02-11 | OPENGL: Release old texture name before creating a new one. | Johannes Schickel | |
This prevents any texture name leaks (and thus memory leaks) on recreateInternalTexture calls. | |||
2014-01-27 | ANDROID: Fix a race condition | Joel Teichroeb | |
setSurface is done in a different thread than the one that starts the scummvm main. The main thread would then wait until the setSurface thread notifies. The setSurface thread would notify before it actually calls setSurface, meaning if the thread is preemted before calling setSurface, initSurface will assert, causing the app to crash. | |||
2014-01-26 | WII: Add missing dvd interface header for Gamecube build. | D G Turner | |
2014-01-25 | WII: Another fix for Gamecube build. Corrected Disc Interface object. | D G Turner | |
2014-01-25 | WII: Fix Gamecube build. Missing ifdef guard for Wii DVD interface. | D G Turner | |
2014-01-24 | Merge remote-tracking branch 'local/master' | Max Lingua | |
2014-01-24 | MAEMO: Get rid of superfluous cast. | Johannes Schickel | |
2014-01-24 | WINCE: Attempt to fix WinCE compilation. | Johannes Schickel | |
2014-01-23 | PS2: Added README.PS2 | Max Lingua | |
2014-01-23 | PS2: Added compact Makefile.ps2.dev for debug | Max Lingua | |
2014-01-23 | PS2: Made it quieter unless -DLOGORRHEIC is set | Max Lingua | |
2014-01-23 | PS2: Init Ps2Input after USB drivers are loaded | Max Lingua | |
2014-01-23 | PS2: Improved support for profiling (gprof) build | Max Lingua | |
2014-01-23 | PS2: commented "offending" free in startIrxModules | Max Lingua | |
TODO: investigate stack corruption due to double free TODO: review modules loader fallback logic | |||
2014-01-23 | PS2: Support for latest SDK with -D__NEW_PS2SDK__ | Max Lingua | |
2014-01-23 | Merge branch 'master' of git://github.com/scummvm/scummvm | Max Lingua | |
2014-01-23 | Merge pull request #409 from lordhoto/rtti | Johannes Schickel | |
Enable RTTI and clean up the code by exploiting the availability of dynamic_cast. | |||
2014-01-23 | ANDROID: Add 32bpp support. | Alyssa Milburn | |
We still prefer 16bpp for performance reasons. | |||
2014-01-22 | AMIGAOS4: Clarify virtual fs root node | Willem Jan Palenstijn | |
2014-01-22 | AMIGAOS4: Allow getParent() to work for non-directories | Willem Jan Palenstijn | |
2014-01-22 | AMIGAOS4: Make isReadable return false for non-existent files | Willem 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. | |||
2014-01-21 | OPENGL: 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. |