Age | Commit message (Collapse) | Author |
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It had to become a proxy class in order to do that.
finalize() starts the saves sync.
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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.
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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.
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gameid -> gameId
guioptions -> guiOptions
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_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
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Now that we have the code completely implemented inside the Sherlock
engine, we don't need the TsAGE engine detecting the Logo anymore
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This should not be necessary, but this is for (at least) two reasons:
- Our C++11 compatibility code simply defines nullptr as 0 (and 0
may have a different size to (const void *)0).
- Xcode compiler on OS X throw an error without that cast (cannot
pass object of non-POD type nullptr through variadic method).
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Outpost Alpha
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ringworld2_scenes1
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card effect
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owning an interceptor card
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