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. | |||
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. | |||
2016-03-12 | TUCKER: Don't try parsing missing debug values in demo | Ori Avtalion | |
Fixes the demo thinking it's in debug mode and allowing ESC to quit. | |||
2016-03-08 | ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines. | Johannes Schickel | |
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions | |||
2016-02-25 | TUCKER: Let listSaves return list sorted on slot numbers. | Johannes Schickel | |
2016-02-24 | TUCKER: Hide cursor in cutscenes | Ori Avtalion | |
2016-02-22 | TUCKER: Allow skipping and quitting from cutscene loops | Ori Avtalion | |
2016-02-22 | TUCKER: Remove errant loop increment (confirmed by cyx) | Ori Avtalion | |
2015-09-27 | TUCKER: Add missing music to the intro | Torbjörn Andersson | |
I'm told not every version of the game plays this. Mine does though, and I see no harm in adding it for all versions. The code is robust enough to work even if the "introdub.raw" file is missing completely. | |||
2015-09-27 | TUCKER: Fix overflow in volume calculation | Torbjörn Andersson | |
This affected Bud's line, "Is that the great mystery invention you had hidden away?" in the intro, making it very hard to hear, and possibly other sounds as well. I don't know if this was a bug in the original game, but it's much closer to the English version I own now. | |||
2014-05-25 | TUCKER: Skip the display of the intro and of the chapter number when a game ↵ | Strangerke | |
is loaded from launcher | |||
2014-05-24 | TUCKER: Add a check to error out when the index isn't found for a given ↵ | Strangerke | |
location number | |||
2014-05-24 | TUCKER: Add a couple of safeguards to avoid out of bound access during the ↵ | Strangerke | |
display of credits | |||
2014-05-24 | TUCKER: Add a safeguard to avoid a potential out of bound access | Strangerke | |
2014-03-21 | TUCKER: Change the type of the return value of ↵ | Strangerke | |
handleSpecialObjectSelectionSequence() | |||
2014-03-20 | TUCKER: Fix some uninitialized variables | Strangerke | |
2014-03-15 | TUCKER: Initialize some more pointers with nullptr instead of 0 | Strangerke | |
2014-03-15 | TUCKER: Use boolean instead of integer in several places | Strangerke | |
2014-03-15 | TUCKER: Initialize some pointers with nullptr instead of 0 | Strangerke | |
2014-03-15 | TUCKER: Add a safeguard in updateCharPosition() to avoid a potential ↵ | Strangerke | |
out-of-bounds read, change the type of a variable to boolean | |||
2014-03-09 | TUCKER: Some renaming in Graphics | Strangerke | |
2014-03-09 | TUCKER: Some more refactoring | Strangerke | |
2014-03-09 | TUCKER: Some more refactoring | Strangerke | |
2014-03-09 | TUCKER: Fix some values assigned to _csDataLoaded | Strangerke | |
2014-03-09 | TUCKER: make _panelLockedFlag a boolean instead of an integer | Strangerke | |
2014-03-09 | TUCKER: Fix some values assigned to _skipCurrentCharacterDraw | Strangerke | |
2014-03-09 | TUCKER: Some more renaming | Strangerke | |
2014-03-08 | TUCKER: Some more renaming | Strangerke | |
2014-03-08 | TUCKER: Change the type of some variables to boolean | Strangerke | |
2014-03-08 | TUCKER: Initialize some uninitialized variables | Strangerke | |
2014-03-07 | TUCKER: Avoid a potential string overrun by using strlcpy instead of strcpy | Strangerke | |
2014-03-07 | TUCKER: Use a boolean for drawFlag instead of an integer | Strangerke | |
2014-03-07 | TUCKER: Some more renaming | Strangerke | |
2014-03-07 | TUCKER: Use boolean in place of integer for some members of the Sprite structure | Strangerke | |
2014-03-07 | TUCKER: Start renaming struct members to follow coding/naming conventions | Strangerke | |
2014-03-07 | TUCKER: Remove some useless modification of sprite state | Strangerke | |
2014-03-07 | TUCKER: Reduce the scope of some variables | Strangerke | |
2014-02-28 | IMAGE: Move all ImageDecoders to image/ | Matthew Hoops | |
2014-02-18 | TUCKER: Make GPL headers consistent in themselves. | Johannes Schickel | |
2014-02-10 | TUCKER: Fix bug #6381 - "TUCKER: In 3rd part, "Use Peg" fails..." | dergunov | |
"Use Peg" is a single-item action and these are hardcoded in the engine. The default otherwise is dual-item action "Use X on Y". | |||
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. | |||
2013-08-03 | TUCKER: Take advantage of Surface::getPixels. | Johannes Schickel | |
2013-08-03 | TUCKER: Prefer getBasePtr over direct Surface::pixels access. | Johannes Schickel | |
2013-07-16 | TUCKER: Amend fix for bug #3614697 - "Spanish version uncompletable..." | D G Turner | |
The mof instruction needs to return 0 or 1 to continue execution, rather than 2 which indicates to end table instruction execution. Using 0 as this is most likely correct value. | |||
2013-07-14 | TUCKER: Add support for skipping unhandled/invalid instructions. | D G Turner | |
This ensures that if any unhandled/invalid instructions are present, they are skipped, rather than locking up engine execution. This is a secondary fix for bug #3614697 - "Spanish version uncompletable at end of 2nd part" and any other future bugs of this type. | |||
2013-07-14 | TUCKER: Fix for bug #3614697 - "Spanish version uncompletable..." | D G Turner | |
This add support for the unhandled "mof" instruction present in the Spanish version. This effectively skips it as a NOP/invalid, which prevents it locking up the game at the end of the 2nd part. |