Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-12-08 | FULLPIPE: Load gameobj.h | Eugene Sandulenko | |
2017-12-08 | FULLPIPE: More debug output to loading | Eugene Sandulenko | |
2017-12-02 | FULLPIPE: Fix bug #10317: Save game metadata is missing | Eugene Sandulenko | |
2017-12-01 | FULLPIPE: Fix bug #9673: Unable to move after loading a save from the title ↵ | Eugene Sandulenko | |
screen | |||
2017-11-18 | FULLPIPE: Fix memory leaks of MovTable and remove unnecessary extra class | Colin Snover | |
2017-11-18 | FULLPIPE: Fix leaks and unnecessary extra allocations in FullpipeEngine | Colin Snover | |
2017-11-18 | FULLPIPE: Handle quit/RTL events correctly | Colin Snover | |
Fixes Trac#10316. | |||
2017-11-18 | FULLPIPE: Remove unnecessary extra allocation for RNG | Colin Snover | |
2017-11-18 | FULLPIPE: Fix memory leaks, ownership issues, and endianness issues in ↵ | Colin Snover | |
graphics code | |||
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. | |||
2017-03-24 | Unify all string function parameters to be const Common::String & | Filippos Karapetis | |
Thanks to wjp for the suggestion | |||
2017-03-22 | FULLPIPE: Change the sound code to use Common::String | Filippos Karapetis | |
2017-03-22 | FULLPIPE: Change more object-related functions to use Common::String | Filippos Karapetis | |
2016-12-26 | FULLPIPE: Decrease header dependency | Eugene Sandulenko | |
2016-12-13 | FULLPIPE: Revert memory leak fixing as that introduced tons of regressions | Eugene Sandulenko | |
2016-12-12 | FULLPIPE: Plug several memory leaks | Eugene Sandulenko | |
2016-12-11 | FULLPIPE: Simplify demo check in the engine | Eugene Sandulenko | |
2016-12-07 | FULLPIPE: Implement isSaveAllowed() | Eugene Sandulenko | |
2016-11-25 | FULLPIPE: Added 4 sound channels like in original | Eugene Sandulenko | |
2016-10-04 | FULLPIPE: Added debugging to interaction code | Eugene Sandulenko | |
2016-10-02 | FULLPIPE: Center mouse cursor on startup | Eugene Sandulenko | |
2016-10-01 | FULLPIPE: Fix scene persistence between scenes | Eugene Sandulenko | |
2016-09-29 | FULLPIPE: Do not save on every room entering | Eugene Sandulenko | |
2016-09-27 | FULLPIPE: Add support loading/saving from GMM | Eugene Sandulenko | |
2016-09-27 | FULLPIPE: Add support for loading from launcher | Eugene Sandulenko | |
2016-09-21 | FULLPIPE: Throttle animation playback to 30fps | Eugene Sandulenko | |
2016-09-11 | FULLPIPE: Make sound controls work and persistent | Eugene Sandulenko | |
2016-09-08 | FULLPIPE: Free _backgroundSurface when the game ends | Torbjörn Andersson | |
2016-09-04 | FULLPIPE: Rename in ExCommand structure | Eugene Sandulenko | |
2016-08-29 | FULLPIPE: Fix few bugs in Map code | Eugene Sandulenko | |
2016-08-28 | FULLPIPE: Added debugging to scene3 | Eugene Sandulenko | |
2016-08-28 | FULLPIPE: Implement Inventory2::removeItem() | Eugene Sandulenko | |
2016-08-14 | FULLPIPE: Rename various mgm variables to aniHandler | Eugene Sandulenko | |
2016-08-14 | FULLPIPE: Rename MGM class to AniHandler | Eugene Sandulenko | |
2016-08-13 | FULLPIPE: Put behavior debug output to a separate channel | Eugene Sandulenko | |
2016-07-28 | FULLPIPE: Fixed debuf channel registration | Eugene Sandulenko | |
2016-07-28 | FULLPIPE: Split all debug output by channels | Eugene Sandulenko | |
2016-07-28 | FULLPIPE: Added more debug channels | Eugene Sandulenko | |
2016-07-28 | FULLPIPE: Started using debug channels | Eugene Sandulenko | |
2016-04-14 | FULLPIPE: Reduce audio header dependencies | Ori Avtalion | |
2014-10-28 | FULLPIPE: Remove trailing whitespace | Filippos Karapetis | |
2014-06-30 | FULLPIPE: Initialize variable | Eugene Sandulenko | |
2014-06-17 | FULLPIPE: Skip internal 565 rpresentation for sprites and directly render ↵ | Eugene Sandulenko | |
them in 32bit | |||
2014-06-17 | FULLPIPE: Switch engine to 32 bit | Eugene Sandulenko | |
2014-06-13 | FULLPIPE: Implement FullpipeEngine::freeGameLoader() | Eugene Sandulenko | |
2014-06-13 | FULLPIPE: Implement FullpipeEngine::cleanup() | Eugene Sandulenko | |
2014-06-13 | FULLPIPE: Removed unused code | Eugene Sandulenko | |
2014-06-05 | FULLPIPE: Fix warning | Eugene Sandulenko | |
2014-05-29 | FULLPIPE: Implement FullpipeEngine::disableSaves() | Eugene Sandulenko | |
2014-05-14 | FULLPIPE: Fix indent | Eugene Sandulenko | |