Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-10-07 | ENGINES: Remove default1x scaler flag | Colin Snover | |
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions. | |||
2017-07-30 | COMMON: Migrate Various Endian Functions to Common from Engine Code. | D G Turner | |
Thanks to N.E.C <beholdnec@gmail.com> for this. | |||
2016-12-08 | ALL: Leave out instructions for engine data issues | Ben Castricum | |
2016-12-06 | ALL: Change instructions for engine data file issues | Ben Castricum | |
The engine data files should be included in the package, so downloading may not be the best suggestion. Instead refer to the README. | |||
2016-12-06 | ALL: Unify 'wrong version of engine data' message | Ben Castricum | |
2016-12-06 | ALL: Unify 'corrupted engine data' message | Ben Castricum | |
2016-12-05 | ALL: Unify 'missing engine data' message | Ben Castricum | |
2016-11-29 | ALL: savegame => saved game | Ben Castricum | |
2016-11-26 | TOON: Enable translation for some strings | rootfather | |
2016-10-09 | JANITORIAL: Remove trailing spaces | Eugene Sandulenko | |
2016-08-24 | ALL: Make simpleSaveNames() a MetaEngineFeature | Alexander Tkachev | |
Added it into hasFeature() of all engines which returned `true` in simpleSaveNames() before. As mentioned in #788, SCI is not always using simple names, so it doesn't have such feature now. | |||
2016-08-24 | ALL: Add MetaEngine::simpleSaveNames() | Alexander Tkachev | |
Engines with "simple" savenames would support "Run in background" in save/load dialog and gradual save slots unlocking. Other engines save/load feature would be locked until save sync is over. | |||
2016-06-13 | TOON: Fix uninitialized variable | Strangerke | |
2016-05-31 | TOON: Plug memory leak | Eugene Sandulenko | |
2016-05-31 | JANITORIAL: Whitespace fixes | Eugene Sandulenko | |
2016-04-14 | JANITORIAL: Reduce GUI header dependencies | Ori Avtalion | |
2016-03-08 | ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines. | Johannes Schickel | |
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions | |||
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. | |||
2016-02-25 | TOON: Let listSaves return list sorted on slot numbers. | Johannes Schickel | |
2016-02-20 | TOON: Add missing POTFILES | Thierry Crozat | |
2016-02-20 | TOON: Translate buttons in load and save dialogs. | Thierry Crozat | |
2016-01-26 | TOON: Only request actual save slots in listSaves. | Johannes Schickel | |
2015-05-15 | TOON: Check for quitting in runEventScript() | Torbjörn Andersson | |
This keeps the game from hanging when trying to quit during Jim's gym demonstration. Hopefully any other effect of it is also good. | |||
2015-03-19 | TOON: Fix bad enum syntax | sylvaintv | |
2015-03-19 | TOON: Add options menu | sylvaintv | |
- Add options menu when pressing F1 - Add in-game font change | |||
2014-10-28 | TOON: Remove trailing whitespace | Filippos Karapetis | |
2014-08-06 | TOON: Remove some dead code | Strangerke | |
2014-05-25 | TOON: Add a safeguard to avoid dereferencing a null pointer in playAnim() | Strangerke | |
2014-02-28 | TOON: Reduce the scope of some more variables. | Strangerke | |
2014-02-28 | TOON: Reduce the scope of a couple of variables. | Strangerke | |
2014-02-28 | TOON: Remove double identical check. | Strangerke | |
2014-02-18 | TOON: Make GPL headers consistent in themselves. | Johannes Schickel | |
2014-02-14 | TOON: Use keycodes for hotkey handling. | Johannes Schickel | |
2014-02-14 | TOON: Ignore hotkeys when *any* modifier is used. | Johannes Schickel | |
This makes, for example, META+d also be ignored and not only CTRL+d etc. | |||
2014-02-14 | TOON: Do not use KeyState::hasFlags when only presence of any flag should be ↵ | Johannes Schickel | |
checked. hasFlags has the semantics to check whether *all* of the supplied flags are active. Toon looks like it rather wants to know whether any modifier is active and thus not use hasFlags. | |||
2013-11-24 | BUILD: Remove need for engine.mk in each engine directory. | D G Turner | |
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically. | |||
2013-11-24 | BUILD: Remove need for engine-plugin.h in engines. | D G Turner | |
This is now generated automatically by the configure script from the engine directory names. | |||
2013-11-24 | BUILD: Split engines/plugins_table header down to a file per engine. | D G Turner | |
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. | |||
2013-11-24 | BUILD: Split engines.mk down to a single file per engine. | D G Turner | |
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. | |||
2013-11-24 | BUILD: Split configure.engines down to a single file per engine. | D G Turner | |
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. | |||
2013-11-09 | TOON: Fix unintialized variables. Fix CID 1002424 | Strangerke | |
2013-11-09 | TOON: Fix uninitialized variable in audio. CID 1002729 | Strangerke | |
2013-10-30 | TOON: For consistency, replace the remaining strncpy by strlcpy | Strangerke | |
2013-10-30 | TOON: replace strncpy by strlcpy as suggested by LordHoto | Strangerke | |
2013-10-30 | TOON: Fix CID 1002728, 1002729, 1003215, 1002731, 1002730 | Strangerke | |
2013-10-30 | TOON: Fix CID 1004156 | Strangerke | |
2013-10-30 | TOON: Fix CID 1002430, 1002431, 1002727 | Strangerke | |
2013-10-30 | TOON: Fix CID 1002427, 1002428, 1002429 | Strangerke | |
2013-10-30 | TOON: Fix CID 1002425, 1002426, 1003214 | Strangerke | |
2013-10-29 | TOON: Fix CID 1002424 | Strangerke | |