Age | Commit message (Collapse) | Author |
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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.
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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.
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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.
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The sequence loading helper should already check if the sequence is loaded and clean up the instance if not
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(CID1004167)
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- Rename existing function to load the last saved game
- Remove loadgame debugger command
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- Check for valid stream in readValue/writeValue functions
- Properly initialize/clear members
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using it
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We cannot accurately skip over compressed data as it is not know before decoding how much data will be used
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- Disable savegame compression
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support
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The filter id should be computed from the sound entry status for each decoded block. The current code was resulting in blocks being skipped.
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