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2019-09-25GLK: ADRIFT: Convert parser code to no longer use longjmpPaul Gilbert
2019-09-25GLK: ADRIFT: Refactor tokenizer to not use longjmpPaul Gilbert
2019-09-25GLK: Remove some outstanding longjmp artifacts from sub-enginesPaul Gilbert
2019-09-25GLK: ADRIFT: Add loading savegames from launcherPaul Gilbert
2019-09-25GLK: ADRIFT: Fixes for loading savegames to workPaul Gilbert
2019-09-25GLK: ADRIFT: Refactoring load serializer to not use longjmpPaul Gilbert
2019-09-25GLK: ADRIFT: Encapsulation serialization code into their own classesPaul Gilbert
2019-09-25GLK: ADRIFT: In progress implementing savegamesPaul Gilbert
2019-09-25GLK: ADRIFT: Fix save serialization to memosPaul Gilbert
2019-09-25GLK: ADRIFT: FormattingPaul Gilbert
2019-09-25GLK: ADRIFT: Formattingdreammaster
2019-09-25GLK: ADRIFT: Method renamingPaul Gilbert
2019-09-25GLK: ADRIFT: Fix exiting game out of debug promptPaul Gilbert
2019-09-25GLK: ADRIFT: Implement zlib decompressionPaul Gilbert
2019-09-25GLK: ADRIFT: Flag loading game message as translatablePaul Gilbert
2019-09-25GLK: ADRIFT: Hooking up game code to skeleton engine classPaul Gilbert
2019-09-25GLK: ADRIFT: Added remaining detection entriesPaul Gilbert
2019-09-25GLK: ADRIFT: Adding competition detection entriesPaul Gilbert
2019-09-25GLK: ADRIFT: Added Italian detectionPaul Gilbert
2019-09-25GLK: ADRIFT: Adding Blorb supportPaul Gilbert
2019-09-25GLK: ADRIFT: Adding detection entriesPaul Gilbert
2019-09-25GLK: ADRIFT: Fixes to startup codePaul Gilbert
2019-09-25GLK: ADRIFT: Skeleton sub-engine commitPaul Gilbert
2019-09-21BACKENDS: Add a default clipboard implementationCameron Cawley
2019-09-17JANITORIAL: Fix whitespacesEugene Sandulenko
2019-09-15GLK: FROTZ: Change GameID to avoid Conflict with Pegasus Prime EngineD G Turner
The game id "pegasus" was already used for the Journeyman Project Pegasus Prime engine, so this caused a detection conflict. Fixes bug #11146.
2019-09-07GLK: Fix stalling of event processing loopPaul Gilbert
2019-09-05GLK: SCOTT: Replace xstrcasecmp with scumm_stricmpCameron Cawley
2019-09-03GLK: Fix compilationEugene Sandulenko
2019-09-03GLK: TADS: Fix GCC Compiler WarningsD G Turner
These were several undeclared fallthrough warnings i.e. after error handler cases which will not return and another case of usage of memset on a non-trivial structure which was fixed by using structure constructor methods instead.
2019-09-02GLK: GLUXE: Fix GCC Compiler WarningsD G Turner
These were for possible unintended fallthrough, though inspection shows that these were occurring after fatal error handler calls so adding breaks would not be an issue. However, since these call error() and thus the breaks will not be executed and are thus "dead" code, this might provoke warnings in future. Another solution would have been to comment that these fallthroughs are intended, but breaks are better in case the error handler is changed in future.
2019-08-18GLK: FROTZ: Whitespace fixesPaul Gilbert
2019-08-18GLK: FROTZ: Fix creating text vs buffer windowsPaul Gilbert
2019-08-16GLK: FROTZ: Workaround Shogun Blorb having a 0 size apal chunkPaul Gilbert
2019-08-16GLK: FROTZ: Erase correct area when switching rooms in ArthurPaul Gilbert
2019-08-16GLK: FROTZ: Properly implement os_char_widthPaul Gilbert
This fixes a memory corruption in the Arthur startup
2019-08-16GLK: FROTZ: Proper pixel precision for V5+Paul Gilbert
2019-08-16GLK: FROTZ: Only call Glk move cursor for Glk text grid windowsPaul Gilbert
2019-08-11GLK: FROTZ: Properly erase window when Arthur intro finishesPaul Gilbert
2019-08-11GLK: FROTZ: Properly have first text screen cover title screen in Arthur introPaul Gilbert
2019-08-11GLK: FROTZ: Allow window positioning before creating Glk windowPaul Gilbert
This fixes a bug window with Athur that after the intro an extra text buffer window was needlessly being created which covered the play area, simply because one of the frotz windows had it's properties set
2019-08-08GLK: FROTZ: Fix drawing graphics in Zork Zero vs ArthurPaul Gilbert
In Zork Zero, grahpics drawn to window 0 (the text buffer) are always treated as being interleaved with the text. Whereas in Arthur, the title screens are drawn to window 0, so have to be drawn to the background
2019-08-08GLK: FROTZ: Ordering of text and graphics windows based on usagePaul Gilbert
The ScummGlk backend already had a new 'arbitrary' mode allowing for windows to be placed at any position, and on top of each other. This expands on this by ensuring that the background window, which is used for drawing graphics on, appears behind text that gets written. Yet can still appear on top of the text (hiding it) when title screen graphics are being shown
2019-08-08GLK: Add methods for sending windows to the front/back of draw orderPaul Gilbert
2019-08-04GLK: Create an intermediate TextWindow base class for text windowsPaul Gilbert
This will make it easier to check whether a window is textual without having to check for both the grid & buffer classes explicitly
2019-08-04GLK: FROTZ: Fix crash in Arthur introPaul Gilbert
2019-08-04GLK: FROTZ: V6 window creation so Arthur intro now progresses furtherPaul Gilbert
2019-08-04GLK: FROTZ: Fix positioning of Arthur title screenPaul Gilbert
2019-08-02GLK: FROTZ: Title screen for Arthur is partially showingPaul Gilbert
2019-08-02GLK: Fix VS uninitialized field warningsPaul Gilbert