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2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-02-25CGE: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-02-20CGE: Add events.cpp to POTFILEThierry Crozat
2016-02-20CGE: Translate buttons in load and save dialogs.Thierry Crozat
2016-01-26CGE: Only request actual save slots in listSaves.Johannes Schickel
2014-10-28CGE: Remove trailing whitespaceFilippos Karapetis
2014-10-11CGE: Add a safeguard in getPage()Strangerke
2014-10-04CGE: Add list of files that contain translatable stringsThierry Crozat
2014-09-26CGE: Fix a crash when detecting an empty set of VOL filesStrangerke
2014-09-17CGE: Cleanup detection, implement fallbackDetectStrangerke
2014-09-16CGE: Remove fallback detection.Peter Bozsó
2014-08-12CGE: Get rid of superflous game name in extra field.Johannes Schickel
2014-08-12Merge pull request #488 from urukgit/cge2Eugene Sandulenko
CGE2: Add Sfinx engine
2014-08-11CGE: Fix EncryptedStream::err().uruk
2014-06-15CGE: Remove (broken) variable length specificationStrangerke
2014-06-15CGE: Use booleans instead of uint16 in flag structureStrangerke
2014-05-30Merge branch 'master' of https://github.com/scummvm/scummvm into cge2uruk
2014-05-27ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd.Johannes Schickel
2014-05-27ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf.Johannes Schickel
2014-04-29Merge remote-tracking branch 'origin/master' into cge2uruk
2014-04-29CGE: Replace magic numbers with defines.uruk
2014-04-25CGE2: Remove detection of Sfinx from CGE1.uruk
2014-03-15CGE: Remove a useless structure member, reduce a variable scopeStrangerke
2014-03-15CGE: Remove a useless variable, remove some associated dead codeStrangerke
2014-03-15CGE: Reorder CGEEngine constructorStrangerke
2014-03-15CGE: Move several variable initializations to the constructorStrangerke
2014-03-11CGE: Get rid of a magic value in file seekStrangerke
2014-03-11CGE: Remove the useless return value of XCrypt()Strangerke
2014-03-10CGE: Fix 2 more obsolete debug messagesStrangerke
2014-03-10CGE: Fix obsolete debug messageStrangerke
2014-03-02CGE: Fix some uninitialized variablesStrangerke
2014-03-02CGE: Add a comment about an intended fall-throughStrangerke
2014-03-02CGE: Move hero shadow check inside hero check in sceneUp()Strangerke
2014-03-02CGE: Add a safeguard in pocFulStrangerke
2014-02-19CGE: Some British to American englishStrangerke
2014-02-18CGE: Make GPL headers consistent in themselves.Johannes Schickel
2014-02-17CGE: Indent REGISTER_PLUGIN_* for consistency.Johannes Schickel
2014-02-16CGE: Janitorial - Remove trailing spacesStrangerke
2014-02-13CGE: Add an option to toggle color blind mode from the launcherStrangerke
2014-02-09CGE: Reduce the scope of some variablesStrangerke
2014-01-17Merge pull request #417 from digitall/STACK_fixesJohannes Schickel
ALL: Fix optimization unstable code on checking for null after new.
2014-01-17CGE: Further alignment fixes to Bitmap class.D G Turner
This fixes bug #6476 - "DC: Soltys (CGE) crashes at start up".
2014-01-15ALL: Remove optimization unstable code on checking for null after new.D G Turner
These issues were identified by the STACK tool. By default, the C++ new operator will throw an exception on allocation failure, rather than returning a null pointer. The result is that testing the returned pointer for null is redundant and _may_ be removed by the compiler. This is thus optimization unstable and may result in incorrect behaviour at runtime. However, we do not use exceptions as they are not supported by all compilers and may be disabled. To make this stable without removing the null check, you could qualify the new operator call with std::nothrow to indicate that this should return a null, rather than throwing an exception. However, using (std::nothrow) was not desirable due to the Symbian toolchain lacking a <new> header. A global solution to this was also not easy by redefining "new" as "new (std::nothrow)" due to custom constructors in NDS toolchain and various common classes. Also, this would then need explicit checks for OOM adding to all new usages as per C malloc which is untidy. For now to remove this optimisation unstable code is best as it is likely to not be present anyway, and OOM will cause a system library exception instead, even without exceptions enabled in the application code.
2014-01-12CGE: Remove unecessary void pointer usage in resource file I/O.D G Turner
2013-12-17CGE: Fix check on file handlersStrangerke
2013-11-24BUILD: Remove need for engine.mk in each engine directory.D G Turner
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically.
2013-11-24BUILD: Remove need for engine-plugin.h in engines.D G Turner
This is now generated automatically by the configure script from the engine directory names.
2013-11-24BUILD: Split engines/plugins_table header down to a file per engine.D G Turner
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script.
2013-11-24BUILD: Split engines.mk down to a single file per engine.D G Turner
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine.
2013-11-24BUILD: Split configure.engines down to a single file per engine.D G Turner
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically.