Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-03-03 | ACCESS: AMAZON: Fix crash due to Common::Language change | Paul Gilbert | |
Thanks to eriktorbjorn for noticing a new addition to the Common::Language enum was breaking the game | |||
2018-12-10 | ENGINES: Normalize the getName() result of metaengines | Bastien Bouclet | |
Also-By: Matthew Hoops <clone2727@gmail.com> | |||
2018-07-29 | ACCESS: MM: Fix Compiler Variable Shadowing Warning. | D G Turner | |
2018-07-20 | ACCESS: MM: Implement proper game data and fonts in access.dat | Paul Gilbert | |
2018-04-22 | JANITORIAL: Fix formatting | Adrian Frühwirth | |
2018-04-19 | JANITORIAL: Fix whitespace | Adrian Frühwirth | |
2018-04-07 | ALL: Load savegame thumbnail only when necessary | Adrian Frühwirth | |
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place. | |||
2017-10-07 | ENGINES: Remove default1x scaler flag | Colin Snover | |
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions. | |||
2017-07-27 | VIDEO: Allow setting the mixer sound type used to play audio tracks | Bastien Bouclet | |
2016-12-08 | ALL: Leave out instructions for engine data issues | Ben Castricum | |
2016-12-06 | ALL: Change instructions for engine data file issues | Ben Castricum | |
The engine data files should be included in the package, so downloading may not be the best suggestion. Instead refer to the README. | |||
2016-12-06 | ALL: Unify 'wrong version of engine data' message | Ben Castricum | |
2016-12-06 | ALL: Unify 'corrupted engine data' message | Ben Castricum | |
2016-12-05 | ALL: Unify 'missing engine data' message | Ben Castricum | |
2016-11-21 | ACCESS: Mark unsupported games as unstable | Paul Gilbert | |
2016-10-09 | JANITORIAL: Remove trailing spaces | Eugene Sandulenko | |
2016-09-03 | JANITORIAL: Make GPL headers uniform | Eugene Sandulenko | |
2016-08-24 | ALL: Make simpleSaveNames() a MetaEngineFeature | Alexander Tkachev | |
Added it into hasFeature() of all engines which returned `true` in simpleSaveNames() before. As mentioned in #788, SCI is not always using simple names, so it doesn't have such feature now. | |||
2016-08-24 | ALL: Add MetaEngine::simpleSaveNames() | Alexander Tkachev | |
Engines with "simple" savenames would support "Run in background" in save/load dialog and gradual save slots unlocking. Other engines save/load feature would be locked until save sync is over. | |||
2016-07-28 | ACCESS: Move debug channel registration where they belong | Eugene Sandulenko | |
2016-05-29 | ACCESS: Reduce audio header dependencies | Ori Avtalion | |
2016-05-29 | GUI: Make copyright "sign" consistent | Hubert Maier | |
In the About dialog the copyright "sign" (C) is lower case (c) in nine engines. Making them consistent by using (C) on all engines | |||
2016-05-27 | ACCESS: Fix derived Screen copyBlock method signature | Paul Gilbert | |
2016-05-27 | ACCESS: Remove redundant allocation in surface creation | Paul Gilbert | |
2016-05-26 | ACCESS: Refactor ASurface and Screen to not use virtual inheritance | Paul Gilbert | |
2016-05-18 | ACCESS: Plug memory leak | Eugene Sandulenko | |
2016-05-15 | FULLPIPE: Plug memory leak | Eugene Sandulenko | |
2016-05-15 | ACCESS: Fix memory leak | Eugene Sandulenko | |
2016-05-15 | JANITORIAL: Remove trailing spaces | Eugene Sandulenko | |
2016-05-15 | ACCESS: Plug memory leak | Eugene Sandulenko | |
2016-05-15 | ACCESS: Plug memory leak | Eugene Sandulenko | |
2016-05-13 | ACCESS: Fix crash at end of AGOE floppy chapter 6 | Paul Gilbert | |
2016-04-14 | JANITORIAL: Reduce audio header dependencies | Ori Avtalion | |
2016-03-14 | ACCESS: Changed engine to use Graphics::ManagedSurface | Paul Gilbert | |
2016-03-10 | ACCESS: Revert AGOE Spanish detection entry back to unstable | Paul Gilbert | |
2016-02-25 | ACCESS: Let listSaves return list sorted on slot numbers. | Johannes Schickel | |
2016-02-10 | ACCESS: Fix spoken text randomly being skipped | Paul Gilbert | |
2016-02-03 | ACCESS: Fix display of ending credits | Paul Gilbert | |
2016-02-03 | ACCESS: Workaround Floppy room establishment reshown when loading saves | Paul Gilbert | |
2016-02-03 | ACCESS: Setup wall codes correctly after reinitializing for new room | Paul Gilbert | |
2016-01-29 | ACCESS: Fix some uninitialized variables | Strangerke | |
2016-01-26 | ACCESS: Only request actual save slots in listSaves. | Johannes Schickel | |
2016-01-17 | ACCESS: Handle differences in CD vs Floppy establishment text offsets | Paul Gilbert | |
2016-01-17 | ACCESS: Fix fading in screen after cancelling Inventory screen | Paul Gilbert | |
2016-01-17 | ACCESS: Show correct chapter start establishment text | Paul Gilbert | |
2015-12-12 | ACCESS: Fix cursor after selecting inventory item to offer NPC | Paul Gilbert | |
2015-12-12 | ACCESS: Fix offering items to boat captain | Paul Gilbert | |
2015-12-11 | ACCESS: Fix differences in floppy chapter changes | Paul Gilbert | |
2015-12-11 | ACCESS: Fix palette for inventory window | Paul Gilbert | |
2015-12-11 | ACCESS: Add a constant for transparency | Paul Gilbert | |