Age | Commit message (Expand) | Author |
2006-09-23 | Moved base/engine.cpp and .h to engines/ (main motivation: helps untangle the... | Max Horn |
2006-09-16 | Reduce code duplication | Max Horn |
2006-09-09 | Fixed unaligned read on PalmOS | Chris Apers |
2006-08-16 | Fixed pathfinding | Sven Hesse |
2006-08-15 | Limit md5 computations to first 5000 bytes in gob engine. | Eugene Sandulenko |
2006-08-12 | Ooops again, use the correct delete... | Sven Hesse |
2006-08-12 | Ooops, free the allocated _startTot/_startTot0, too... | Sven Hesse |
2006-08-12 | Added another field to the GameSettings for the intro.tot, because the Goblii... | Sven Hesse |
2006-08-12 | - Some more goblins-handling functions | Sven Hesse |
2006-07-31 | * Added copyright string to all engine plugins | Max Horn |
2006-07-23 | Use #include "..." instead of #include <...> for pack-start.h and pack-end.h | Torbjörn Andersson |
2006-07-23 | String class usage cleanup | Max Horn |
2006-07-22 | Fix struct packing issues (macros are not resolve in #pragma params, at least... | Max Horn |
2006-07-22 | - let md5_file accept a FilesystemNode too | Johannes Schickel |
2006-07-22 | Using FilesystemNode::name instead of FilesystemNode::displayName in the Gobl... | Johannes Schickel |
2006-07-21 | Removing GCC_PACK, we fully rely on START_PACK_STRUCTS / END_PACK_STRUCTS now... | Max Horn |
2006-07-15 | Fix building with msvc8. | Johannes Schickel |
2006-07-09 | Instead of drawing the mouse cursor as a sprite, let the backend handle it | Sven Hesse |
2006-07-09 | Use START_PACK_STRUCTS / END_PACK_STRUCTS when available, instead of checking... | Max Horn |
2006-07-08 | - Fixed a few mistakes that added up to look correct, fixing bargon's cursor | Sven Hesse |
2006-06-29 | - Renamed a few mult-variables to something more fitting | Sven Hesse |
2006-06-24 | * Renamed config.mak to config.mk | Max Horn |
2006-06-24 | Move backends/fs/fs.h and .cpp to common/fs/fs.h and .cpp | Max Horn |
2006-06-20 | Cleanup. It seems unnecessary to have a "break" right after an unconditional | Torbjörn Andersson |
2006-06-13 | Some more READ_LE_* -> MemoryReadStream.* conversions | Sven Hesse |
2006-06-13 | More READ_LE_* -> MemoryReadStream conversion + minor cleanup | Sven Hesse |
2006-06-13 | Fixing Scenery::_statics, Game::_totTextData and Game::_totResourceTable | Sven Hesse |
2006-06-12 | Using MemoryReadStream for Scenery::loadAnim() | Sven Hesse |
2006-06-12 | Fixing loading of Scenery::_animations[] + small gob2 cleanup | Sven Hesse |
2006-06-12 | Small corrections and cleanup for Gob2, fixing the graphical glitches in the ... | Sven Hesse |
2006-06-10 | More stub-filling + small clean-up | Sven Hesse |
2006-06-08 | Fix some msvc8 warnings. | Johannes Schickel |
2006-06-07 | More goblin handling functions, now the deactivated goblin shows | Sven Hesse |
2006-06-06 | Two segfault and several coding style related fixes | Sven Hesse |
2006-06-04 | - Fixed endianness/signess issues | Sven Hesse |
2006-06-03 | Fixing an endian-issue in setVoice() | Sven Hesse |
2006-06-03 | Matched the memset in imdFrameUncompressor() to the original asm, that | Sven Hesse |
2006-06-02 | - Fixed IMD transparency | Sven Hesse |
2006-06-01 | - Fixed drawing of sprite-parts based texts | Sven Hesse |
2006-05-31 | Fixed deletion statement as it was deleting arrays(CW compiler was complainin... | Lars Persson |
2006-05-31 | Use _mapWidth/_mapHeight instead of constant | Sven Hesse |
2006-05-31 | Hopefully fixed bug #1498024 | Sven Hesse |
2006-05-31 | - Removed usage of OSystem::quit(), added a _quitRequested variable | Sven Hesse |
2006-05-29 | - More GOB2 map conversions | Sven Hesse |
2006-05-28 | Add reported Gob2 german floppy. | Eugene Sandulenko |
2006-05-21 | make printExpr, skipExpr accept both gob1 and gob2 expressions | Willem Jan Palenstijn |
2006-05-13 | fix VS2005 compilation warnings | Andrew Kurushin |
2006-05-11 | - Sound! Still a bit glitchy, though: | Sven Hesse |
2006-05-01 | - Stubbed goblinFunc(), it's completeley different; now it at least | Sven Hesse |
2006-05-01 | More stubs; GOB2 goes in-game for a second, then segfaults in the | Sven Hesse |