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2017-06-17COMPOSER: Use Magic Tales prefix for two more game namesThierry Crozat
This is done for consistency so that all the games in the Magic Tales series are named in a consistent way. This is also how they are named on the wiki (and on amazon).
2016-10-18COMPOSER: Use setPixel() and getPixel() methods to read and write to private ↵angstsmurf
pixel member
2016-10-18COMPOSER: Add missing 'typename' prior to dependent type nameangstsmurf
2016-10-18COMPOSER: Delete leftover git conflict markerangstsmurf
2016-10-18COMPOSER: Include config manager header in composer.cpp againangstsmurf
It was removed in 253e18c
2016-10-18COMPOSER: Fix for issue when save_slot is in config.upthorn
2016-10-18COMPOSER: Various formatting fixes.upthorn
2016-10-18COMPOSER: Better spacing of autosavesupthorn
2016-10-18COMPOSER: Enable autosaving.upthorn
2016-10-18COMPOSER: Added loading from launcher supportupthorn
2016-10-18COMPOSER: Fixed some scope issuesupthorn
2016-10-18COMPOSER: Saving/loading code deduplicationupthorn
2016-10-18COMPOSER: Completely removed unnecessary #ifdefsupthorn
2016-10-18COMPOSER: Added support for saving/loading in V1 games.upthorn
2016-10-18COMPOSER: Added new file to module.mkupthorn
2016-10-18COMPOSER: cleaned up miscellaneous gcc warnings and formatting issues.upthorn
2016-10-18COMPOSER: Fixed audio issues after save-game load.upthorn
2016-10-18COMPOSER: failed attempt to correct audio sync issueupthorn
2016-10-18COMPOSER: game saving/loading now actually worksupthorn
2016-10-18COMPOSER: Continued work on saving/loading functionality.upthorn
2016-10-18COMPOSER/JANITORIAL: Corrected a number of formatting issues in and around ↵upthorn
new functions related to saving.
2016-10-18COMPOSER: Preliminary (non-functional) game saving/loading supportupthorn
2016-05-17ALL: Change main engine header guard defines to <directory>_<engine>_HEugene Sandulenko
Recently we started to use this as new semantics, although in the past we used simly <engine>_H. Now these guard defines are consistent with rest of the files which are used in the engines.
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-03-28COMPOSER: Fix md5s for newly added German gamesEugene Sandulenko
2016-03-28COMPOSER: Added German versions of darby & gregory. Bug #6825Eugene Sandulenko
2016-03-28COMPOSER: Fix detection entryEugene Sandulenko
2016-03-28COMPOSER: Added detection for Hebrew darby. Bug #6878Eugene Sandulenko
2016-03-08ENGINES: Make variable names of ADGameDescription conform to our guidelines.Johannes Schickel
gameid -> gameId guioptions -> guiOptions
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-03-05CONFIGURE: Introduced new engine dependency: highresEugene Sandulenko
Some backends like GCW0 do no support graphics >320x240 due to the hardware limitation (downscaling is possible but it will ruin the pixel hunting which is often part of the gameplay). Instead of manually updating the list of engines, we now introduce a new dependency. I marked all relevant engines, but some, like tinsel, require more work with putting their relevant high-res games under USE_HIGHRES define.
2016-02-10COMPOSER: Fix truncated Baba Yaga md5Willem Jan Palenstijn
2014-08-09COMPOSER: Remove sprites when stopping V1 scripts (bug #6091).Alyssa Milburn
2014-08-09COMPOSER: Make sure V1 scripts are run before redrawing.Alyssa Milburn
2014-02-18COMPOSER: Make GPL headers consistent in themselves.Johannes Schickel
2014-02-17COMPOSER: Indent REGISTER_PLUGIN_* for consistency.Johannes Schickel
2013-12-07COMPOSER: Correct comment in console class.D G Turner
2013-12-06COMPOSER: Add debug console to engine.D G Turner
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.
2013-09-30COMPOSER: Fix uninitialized class variables and divide by zero bugs.D G Turner
This was highlighted by Coverity in CID 1003844 and 1003410.
2013-08-08COMMON: Rename ConfigFile to INIFile.Johannes Schickel
This clears up that 'ConfigFile' is actually a class handling only INI-files.
2013-08-03COMPOSER: Take advantage of Surface::getPixels.Johannes Schickel
2013-08-03COMPOSER: Prefer getBasePtr over direct Surface::pixels access.Johannes Schickel
2013-01-26JANITORIAL: Enforce "} // End of namespace" with a single space after }.Johannes Schickel
2012-11-23COMPOSER: Fix order of directoryGlobs qualifiers.D G Turner
Some compilers throw a warning on the "const static" ordering, so the more standard "static const" should be used instead.
2012-10-20COMPOSER: Change screen surface variable naming for clarity.D G Turner
This makes it easier to read the code where sprite surfaces are blitted to the screen.