Age | Commit message (Collapse) | Author |
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svn-id: r54315
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This reduces fragmentation.
svn-id: r54310
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svn-id: r54265
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This makes it possible to write
DECLARE_SINGLETON(foo);
instead of
DECLARE_SINGLETON(foo)
without causing a warning about an extra semicolon.
The extra semicolon helps some editors at parsing the C++ code.
svn-id: r54258
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One-plugin-at-a-time can have fragmentation caused by the ConfigManager if a game changes any configuration value. By reallocating and copying over the ConfigManager, we avoid this problem.
svn-id: r54243
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Calling the Engine's destructor after unloading the plugin caused crashes.
svn-id: r54242
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This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).
The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.
svn-id: r54147
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I reduced memory fragmentation using 2 principles: Plugins should be loaded for as little time as possible, and long lasting memory allocations should be allocated before plugins are loaded. There might still be a little fragmentation left.
Note that command line settings that require plugins to be loaded don't work yet, but they didn't work (properly) before either.
svn-id: r54097
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- Changed the new dithering checkbox to be more generic (i.e. relevant for all engines that may support such a feature in the future)
- Changed the checkbox to be unchecked by default. As discussed on -devel, game enhancements in ScummVM should be off by default, and opt-in
- Changed the option from "sci_undither" to "disable_dithering"
- Changed theme version style to X.Y.Z and bumped it to 0.8.2
svn-id: r54090
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From our current stance, this is a game enhancement, and should be on by default, like the rest of the game enhancements (AGI mouse, save/load replacement etc)
svn-id: r54070
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called "undithering") in the graphics options tab. The algorithm is now disabled by default, after popular demand. In retrospect, we really shouldn't have made it default, in order to preserve the authenticity of the graphics in early SCI EGA games, and allow the user to opt in and enable the option if needed. Unfortunately, the lack of an easy way to modify the option made it hard to do so.
svn-id: r54066
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This merge was extremely difficult to carry out. It wasn't entirely SVN's fault -- there were several merges to the branch that were done by hand. Please check for any issues and regressions. Also note that the DS makefile was not copied over since the "one at a time" plugin mode currently has too much fragmentation ie. it doesn't work.
svn-id: r54051
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ConfigManager
svn-id: r54024
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This is a first step towards getting rid of all uses of regular printf,
fprintf, vprintf, vfprintf, puts, fputs, etc. in our codebase.
The name format() reflects the purpose of the function, and parallels
String.format() in Java, boost::format, and others.
svn-id: r54004
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svn-id: r53976
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svn-id: r53867
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This code should be enabled, when we decide to enable m_kiewitz' code to
disable the console window. Also we should add the command to the --help
output etc.
svn-id: r53769
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feature is currently commented out - waiting till discussion has ended
svn-id: r53767
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svn-id: r53762
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svn-id: r53580
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svn-id: r53444
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Our tools/update-version.pl script always keeps this empty.
But it will make integration of the create_project patch smoother.
svn-id: r53427
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This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.
Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.
svn-id: r53399
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svn-id: r53396
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svn-id: r53395
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svn-id: r53183
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svn-id: r53169
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svn-id: r53087
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When the locale font are not found when loading the theme, it now
fallbacks to default language (i.e. English) and default font. For this to work
I had to move the TranslationManager initialization before the Theme is
loaded. Therefore it is now initialized when the GuiManager is constructed.
svn-id: r52896
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able to access system specific search paths for translations.dat)
svn-id: r52865
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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svn-id: r52779
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svn-id: r52773
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The ELF loader does not have access to the symbols of the main
executable, it just relocates symbols to it via fixed offsets. We need
to make sure that loaded plugins are from the same link process to
prevent crashes. An embedded build date is used for that.
svn-id: r52730
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svn-id: r52729
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- Unify ELF loader handling in configure
- Rename ELF_LOADER_TARGET to USE_ELF_LOADER
svn-id: r52728
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svn-id: r52681
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svn-id: r52613
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Avoid linking all plugins against libstdc++ to free up some memory
(about ~40kb on Wii per plugin). Enable it on GameCube, Wii, DS and PSP
(PS2 doesn't have __cxa_atexit support in its libc).
svn-id: r52607
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svn-id: r52564
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svn-id: r52202
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svn-id: r52137
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providers for a few ports into their .h files, removing the corresponding .cpp files
svn-id: r52112
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svn-id: r52108
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with 'ONE_PLUGIN_AT_A_TIME' defined
svn-id: r52080
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svn-id: r52058
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loaded at a time and tested successfully on the DS. Added code to prevent a crash in the case where there are no engine plugins present. Removed code for R_ARM_TARGET1 in arm-loader, as it is no longer used and was never used successfully
svn-id: r52052
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svn-id: r52027
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adding/removing/running games on Linux with only one engine plugin loaded at a time
svn-id: r52026
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svn-id: r51997
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