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2019-08-12TSAGE: Removed "pirated" flag from Spanish fanmade translationaviloria
TSAGE: Removed "pirated" flag from Spanish fanmade translation
2019-08-08TSAGE: R2R: Add Spanish translation detection entry flagged as piratedPaul Gilbert
I decided it was worthwhile to have an entry for it, but flagged as pirated, so we don't accidentally add it in as supported later on.
2018-08-21TSAGE: Don't allow saving in Ringworld copy protection dialogPaul Gilbert
2018-08-20TSAGE: Fix ejecting disc from left cycle's drive in Ringworld 1Paul Gilbert
2018-08-17JANITORIAL: Removing trailing spaces after int castsPaul Gilbert
2018-05-07TSAGE: Enforce code formatting guidelinesAdrian Frühwirth
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
2017-12-16TSAGE: R2R: Clicking F5 fro Options dialogPaul Gilbert
2017-11-22TSAGE: R2R: Fix brief flash of UI when starting demoPaul Gilbert
2017-11-22TSAGE: R2R: Fix corruption of demo intro textPaul Gilbert
2017-11-21TSAGE: Fix loading savegames with unreferenced dynamic objectsPaul Gilbert
2017-11-20TSAGE: Fix crash on RTLColin Snover
2017-11-20TSAGE: Fix deadlocks in audio codeColin Snover
Fixes Trac#6618, Trac#6638, Trac#7011.
2017-11-20TSAGE: Fix invalid C-style casts to unrelated classesColin Snover
2017-11-20TSAGE: Remove member access of null pointerColin Snover
2017-11-10Merge pull request #1041 from criezy/variadic-undefinedThierry Crozat
Fix undefined behaviour in variadic functions
2017-10-08TSAGE: Fix undefined behaviour in variadic functionsThierry Crozat
Passing a type that undergoes default argument promotion as last argument of a variadic function results in undefined behaviour.
2017-10-07ENGINES: Remove default1x scaler flagColin 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.
2017-08-06TSAGE: BF: Add missing break to switch statementPaul Gilbert
2017-08-06JANITORIAL: Silence more GCC 7 warningsTorbjörn Andersson
All these fall through were marked as deliberate, so again I've only changed the comment to silence GCC.
2017-06-26TSAGE: remove accidentally added fileHein-Pieter van Braam
Commit aee71314 seems to have accidentally added a temp file containing a libtsage.a file. We remove it here.
2017-02-21TSAGE: R2R: Don't allow F8 to start credits when they're already onPaul Gilbert
2017-02-11TSAGE: R2R: Fix display of animationsPaul Gilbert
2016-10-09JANITORIAL: Remove trailing spacesEugene Sandulenko
2016-08-24ALL: Make simpleSaveNames() a MetaEngineFeatureAlexander 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.
2016-08-24CLOUD: Make OutSaveFile start saves syncAlexander Tkachev
It had to become a proxy class in order to do that. finalize() starts the saves sync.
2016-08-24ALL: 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.
2016-05-29Fix TsAGE copyright signHubert Maier
2016-05-26TSAGE: Refactor GfxSurface and Screen to not use virtual inheritancePaul Gilbert
2016-05-17ALL: Change main engine header guard defines to <directory>_<engine>_HEugene 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.
2016-05-02TSAGE: R2R - Fix bug in scene 2425Strangerke
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-04-14JANITORIAL: Reduce GUI header dependenciesOri Avtalion
2016-04-13TSAGE: Reduce GUI header dependenciesOri Avtalion
2016-03-17GRAPHICS: Cleanup of ManagedSurface and Screen classesPaul Gilbert
2016-03-14TSAGE: Changed engine to use Graphics::ManagedSurfacePaul Gilbert
2016-03-08ENGINES: Make variable names of ADGameDescription conform to our guidelines.Johannes Schickel
gameid -> gameId guioptions -> guiOptions
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-02-28TSAGE: Remove ADGF_TESTING from Return to Ringworld.Kirben
2016-02-25TSAGE: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-01-26TSAGE: Only request actual save slots in listSaves.Johannes Schickel
2015-08-16TSAGE: Disable Sherlock logo code in TsAGE engine by defaultPaul Gilbert
Now that we have the code completely implemented inside the Sherlock engine, we don't need the TsAGE engine detecting the Logo anymore
2015-07-07AUDIO: Remove all AudioStream access to OPLMatthew Hoops
2015-07-07TSAGE: Use the built-in OPL timerMatthew Hoops
2015-07-07AUDIO: Remove the sample rate configuration from the OPL codeMatthew Hoops
2015-07-07AUDIO: Remove the legacy OPL APIMatthew Hoops
2015-06-02TSAGE: Add cast of nullptr to (const void *) in call to variadic functionsThierry Crozat
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).
2015-05-31TSAGE: Fix typo in commentTorbjörn Andersson
2015-05-30TSAGE: Fix incorrectly named header definesPaul Gilbert
2015-05-30TSAGE: Fixes for display of Sherlock Logo scenePaul Gilbert