Age | Commit message (Expand) | Author |
2009-04-24 | Added support for SCN-based non-interactive demos | Sven Hesse |
2009-04-21 | Patch #2725859 : Added some MD5 to the gob engine, modified the way the first... | Arnaud Boutonné |
2009-03-01 | Engines: Fused several init&go methods into a single run method | Max Horn |
2009-02-21 | Compensate small lags in Util::waitEndFrame(), so that the CD audio intro seq... | Sven Hesse |
2009-01-30 | Renamed SpecialDebugLevel to DebugChannel | Max Horn |
2008-12-17 | Added support for caching the palette LUT to a file | Sven Hesse |
2008-12-13 | Modified collision init functions for Urban Runner | Sven Hesse |
2008-12-13 | Added a SaveLoad for Urban Runner with an entry to make the scripts believe t... | Sven Hesse |
2008-12-12 | Working (minus text) menu in Urban Runner | Sven Hesse |
2008-12-09 | Some dummy changes for Urban Runner | Sven Hesse |
2008-12-04 | Changing the GobEngine to use its dirty rects also for OSystem-copies, instea... | Sven Hesse |
2008-11-06 | Switched various Engine APIs to use Common::Error | Max Horn |
2008-10-06 | Added new type Engine::Feature; pushed down some #include dependencies | Max Horn |
2008-09-03 | Moved check for shouldRTL() from engines to scummvm_main | Max Horn |
2008-09-02 | Urban Runner stubs | Sven Hesse |
2008-09-01 | Merging more of the GSoC 2008 RTL branch: GOB | Max Horn |
2008-08-30 | Added some The Last Dynasty stubs | Sven Hesse |
2008-08-04 | Merged revisions 33188-33189,33191-33193,33196,33198,33202-33203,33206,33210,... | Christopher Page |
2008-07-23 | More savegame-endianness fixes :/ | Sven Hesse |
2008-07-10 | Removed unnecessary #inlcudes | Christopher Page |
2008-07-09 | Reimplemented pushEvent() and artificialEventQueue to work with Events instea... | Christopher Page |
2008-07-08 | GOB works with the new GMM implementation | Christopher Page |
2008-06-24 | Added main menu dialog files. Gob is now using the new _quit flag | Christopher Page |
2008-05-23 | Removing test code | Sven Hesse |
2008-05-23 | Implemented GobEngine::pauseEngineIntern() | Sven Hesse |
2008-05-17 | Changing debug channels a bit | Sven Hesse |
2008-05-13 | Fixing a segfault when quitting while an object video with sound plays | Sven Hesse |
2008-05-10 | Restructured saving/loading and added a stub for Woodruff | Sven Hesse |
2008-05-08 | Reordering game parts deinitialization, to avoid having one part's destructor... | Sven Hesse |
2008-05-08 | Restructured sound code | Sven Hesse |
2008-05-03 | Correct o2_initScreen() for Woodruff (screen positioning, clipping and cursor... | Sven Hesse |
2008-04-30 | Fixing path finding in Woodruff | Sven Hesse |
2008-03-02 | Added a workaround of sorts for Inca2. It's essentially playable, sans saving... | Sven Hesse |
2008-02-15 | Forgot this one | Max Horn |
2008-01-05 | Fix to remove a tab character from the GPL header | Paul Gilbert |
2007-11-03 | Patch #1825276: "DETECTION: advanced detector engine simplification" | Eugene Sandulenko |
2007-09-19 | Modified patch #1738058: "Action recorder". | Eugene Sandulenko |
2007-09-19 | Merged common/stdafx.h into common/scummsys.h. All referencing files have bee... | Nicola Mettifogo |
2007-08-13 | Woodruff is now controllable | Sven Hesse |
2007-08-03 | Lost in Time now (kind of) shows the title and the wobble-effect is drawn | Sven Hesse |
2007-08-02 | Saving works now in Lost in Time | Sven Hesse |
2007-07-30 | Restructured and cleaned-up IMD playing | Sven Hesse |
2007-07-27 | Clarifying the language fallback warnings | Sven Hesse |
2007-07-25 | Renamed Inter_Woodruff to Inter_v4 | Sven Hesse |
2007-07-25 | - Added Inter_Woodruff, alongside with the first Stub (OpcodeFunc 0x18) | Sven Hesse |
2007-07-25 | Use default to 1x scaler for 640x480 games to avoid superbig resolutions. | Eugene Sandulenko |
2007-07-24 | - Separated game type and features | Sven Hesse |
2007-05-30 | Updated legal headers in source files, based on what Pidgin (the IM client fo... | Max Horn |
2007-05-30 | Removing useless common/fs.h includes | Max Horn |
2007-04-16 | Bargon Attack uses wide surfaces, but shouldn't scroll in-game regardless | Sven Hesse |