Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-06-08 | SWORD25: Use # as savefile matching pattern | Eugene Sandulenko | |
2016-05-22 | SWORD25: Fix signed/unsigned warning | Filippos Karapetis | |
2016-05-17 | ALL: Change main engine header guard defines to <directory>_<engine>_H | Eugene Sandulenko | |
Recently we started to use this as new semantics, although in the past we used simly <engine>_H. Now these guard defines are consistent with rest of the files which are used in the engines. | |||
2016-05-06 | SWORD25: Bail out instead of silently leaving the object in incosistent state | Eugene Sandulenko | |
2016-05-06 | SWORD25: Translate couple of comments | Eugene Sandulenko | |
2016-05-06 | SWORD25: Fix class initialization | Eugene Sandulenko | |
2016-04-14 | JANITORIAL: Reduce audio header dependencies | Ori Avtalion | |
2016-03-14 | SWORD25: Fix frozen/flickering title menu movie | ottogin | |
Fixes bug #6978: Unload old movie before loading a new one | |||
2016-03-09 | Merge pull request #699 from criezy/sword25-en-speech | Eugene Sandulenko | |
SWORD25: Add engine option to use English speech instead of German | |||
2016-03-09 | SWORD25: Fix error after changing language in-game with the data file ↵ | Thierry Crozat | |
distributed by ScummVM Changing the language in-game causes the language to be set for the target in the scummvm.ini file. Then the next time we try to start the engine, if was causing an error (Sword25 failed to instantiate engine: Game data not found) because there was no match for the path and language in the detection table. Setting the language to Unknown in the detection table for this multilingual data file fixes the issue. | |||
2016-03-09 | SWORD25: Add engine option to use English speech instead of German | Thierry Crozat | |
When selecting non-English language, the scripts default to using German voices. This commit edits the file path on the fly to use instead English voices for all languages other than German. This implements bug #6804 - SWORD25: add option to choose language speech. If the English voice pack is not present it falls back to using German voices. The way this is implemented here however does not allow to use German voices with English text or English voices with German text. This could be achieved with a slightly different implementation of the same idea. | |||
2016-03-08 | ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines. | Johannes Schickel | |
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions | |||
2016-03-06 | Merge pull request #689 from Tkachov/master | Eugene Sandulenko | |
SWORD25: Fix "Resource not released" warnings | |||
2016-03-05 | CONFIGURE: Introduced new engine dependency: highres | Eugene Sandulenko | |
Some backends like GCW0 do no support graphics >320x240 due to the hardware limitation (downscaling is possible but it will ruin the pixel hunting which is often part of the gameplay). Instead of manually updating the list of engines, we now introduce a new dependency. I marked all relevant engines, but some, like tinsel, require more work with putting their relevant high-res games under USE_HIGHRES define. | |||
2016-03-04 | SWORD25: Fixed "Resource not released" warnings [GSoC] | Tkachov | |
(Look https://sourceforge.net/p/scummvm/bugs/6980/) The warning messages were appearing because when PRECACHE_RESOURCES is not defined, ResourceManager's `requestResource()` was used to manually "cache" them. When you do that, ResourceManager "locks" the resource once, so you must `release()` it later. Resources were not released, and warnings appeared. When you `release()` resource, it still is loaded ("cached"). Resource's `getLockCount()` is 0, though, so it might be unloaded by ResourceManager if there is a lot of resources. | |||
2016-02-28 | SWORD25: Remove ADGF_TESTING from Broken Sword 2.5 | Kirben | |
2016-02-21 | SWORD25: Fix bug #6981: High CPU usage on one core | Eugene Sandulenko | |
The game loop is implemented in Lua, and there are no delays. Now we wait 10ms on each event pulling, as we always do. | |||
2016-02-19 | SWORD25: Fixing bug #7041: SWORD25: Crash in final scene | Eugene Sandulenko | |
The original was ignoring Lua errors in that scene and was restoring the state with longjmp. We are yet to see the platform compatibility, but Lua's code is too tangled to make simple replacement with error() work. Another possible alternative would be to rework the original game scripts. We will do it if this commit is problematic. | |||
2016-02-15 | JANITORIAL: Typos detected with lintian & grep | Alexandre Detiste | |
2016-02-02 | SWORD25: Remove now unused function | Willem Jan Palenstijn | |
2016-02-02 | SWORD25: Use more appropriate function for growing the stack | Willem Jan Palenstijn | |
The call to lua_growstack in unpersistThread would unconditionally at least double the size of the stack. This caused memory usage to grow exponentially (literally) with the number of serialized threads. Bugs #6977, #6999. | |||
2015-12-14 | SWORD25: Make #include follow our conventions. | Johannes Schickel | |
2015-12-14 | SWORD25: Call requested pixel format by its correct name. | Johannes Schickel | |
2015-12-14 | SWORD25: Cleanup. | Johannes Schickel | |
2015-12-14 | SWORD25: Fix uninitialized variable usage. | Johannes Schickel | |
When using the constructor of Panel which directly calls unpersist _color was uninitialized. However, unpersit uses setColor which assumes _color is initialized properly. Caused valgrind warnings when loading. | |||
2015-12-14 | SWORD25: Plug memory leak in RenderedImage. | Johannes Schickel | |
2015-12-14 | SWORD25: Let ImgLoader write into Graphics::Surface. | Johannes Schickel | |
2015-12-09 | SWORD25: Fix typo | Jakub Wilk | |
2015-12-06 | SWORD25: Build engine by default | Strangerke | |
2015-12-04 | SWORD25: Mark Sword 2.5 as testing | Eugene Sandulenko | |
2015-11-30 | SWORD25: Remove unused class variable | Eugene Sandulenko | |
2015-11-30 | SWORD25: Init variables | Eugene Sandulenko | |
2015-11-19 | SWORD25: Added Ultimate version detection | Eugene Sandulenko | |
2015-11-19 | SWORD25: Fix Hungarian version support | Eugene Sandulenko | |
2015-11-18 | SWORD25: Fix tint color | Eugene Sandulenko | |
2015-11-18 | SWORD25: Implement missing SWF opcode | Eugene Sandulenko | |
2015-11-17 | SWORD25: Translate comments | Eugene Sandulenko | |
2015-11-17 | SWORD25: Fix text rendering | Eugene Sandulenko | |
2015-11-13 | SWORD25: Fix comment translation | Willem Jan Palenstijn | |
2015-11-13 | SWORD25: Fixing typo of typo. This time for real | Eugene Sandulenko | |
2015-11-13 | SWORD25: Fix typo | Eugene Sandulenko | |
2015-11-13 | SWORD25: Translate comments | Eugene Sandulenko | |
2015-11-13 | SWORD25: Fix thumbnail generation and make it portable | Eugene Sandulenko | |
2015-05-03 | SWORD25: Draw next movie frame only when an update is needed | Christian Krause | |
This fixes the problem that the movies are played too fast and get out of sync with additionally played speech samples. | |||
2015-04-11 | SWORD25: Use fabs for absolute value of doubles | Matthew Hoops | |
2015-01-07 | SWORD25: Remove unused code | RichieSams | |
The original idea was to keep the code variation and pick the best one. However, these two methods we're portable enough for our needs. | |||
2015-01-04 | SWORD25: Commend unused and unportable functions | Eugene Sandulenko | |
2015-01-04 | SWORD25: Hopefully fix compilation errors | Eugene Sandulenko | |
2015-01-04 | SWORD25: Fix warning | Eugene Sandulenko | |
2014-12-30 | SWORD25: Remove the option to persist a double as a string | RichieSams | |
Since the current method *should* be more accurate |