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2015-01-10ZVISION: Change wordingFilippos Karapetis
2015-01-09ZVISION: Clean up save logic, and fix a thumbnail-related FIXMEFilippos Karapetis
This fixes the save game thumbnails when using the original save/load screens
2015-01-07ZVISION: Add stubs for the hires VOB MPEG2 videos of ZGI DVDFilippos Karapetis
VOB file handling is based on clone2727's work. The lowres videos are played for now, until AC3 sound handling is implemented
2015-01-07ZVISION: Use a common function for loading game animationsFilippos Karapetis
2015-01-07ZVISION: Remove ActionRestoreGame and loading of r.svr (restart slot)Filippos Karapetis
This is handled internally now, so r.svr isn't needed anymore
2014-12-30ZVISION: Fix regression in the handling of multiple animationsFilippos Karapetis
A regression from 0c4e0673c3. Thanks to Marisa-Chan for noticing
2014-12-30ZVISION: Rename some scripting classes to better represent what the classes areRichieSams
Also, rename the graphics 'Effect' class in order to avoid naming clashes (and/or coder confusion) with the newly named ScriptingEffect class. Lastly, add some documentation for the classes for further clarity.
2014-12-30ZVISION: White spaceFilippos Karapetis
2014-12-30ZVISION: Further cleanup to the AnimationNode classFilippos Karapetis
2014-12-29ZVISION: Show system messages when subtitles are disabledFilippos Karapetis
Thanks to Marisa-Chan for spotting this
2014-12-28ZVISION: Make the rest of the controls properly use VideoDecoder timingMatthew Hoops
The hacky use of getDuration() to retrieve the framerate() is gone Thanks to md5 for testing (and for filling in a few gaps since I was coding in the blind ;))
2014-12-28ZVISION: The fist control is only used in one locationFilippos Karapetis
2014-12-28ZVISION: Document some more controlsFilippos Karapetis
2014-12-28ZVISION: Use VideoDecoder facilities better in AnimationNodeMatthew Hoops
setEndFrame() will ensure the audio stops when it is supposed to. Also removes the hack of retrieving the frame rate through the getDuration()'s timestamp return value. Thanks to md5 for testing
2014-12-27ZVISION: Add support for disabling animations while turningFilippos Karapetis
Also, clean up and document game configuration options, and add a TODO for QSound support
2014-12-26ZVISION: Remove duplicate blitting code for images and animationsFilippos Karapetis
2014-12-26ZVISION: Implement auto-savingFilippos Karapetis
2014-12-26ZVISION: Move more graphics code out of the main engine codeFilippos Karapetis
2014-12-26ZVISION: Fix a warningFilippos Karapetis
2014-12-26ZVISION: Move some event/rendering code out of the main engine codeFilippos Karapetis
2014-12-26ZVISION: Remove some unused actions. CleanupFilippos Karapetis
2014-12-26ZVISION: Move the save manager together with the other file classesFilippos Karapetis
2014-12-25ZVISION: Normalize and cleanup all the menu-related enumsFilippos Karapetis
2014-12-25ZVISION: Move the menu code together with the other scripting codeFilippos Karapetis
2014-12-25ZVISION: Document where MIDI commands are usedFilippos Karapetis
2014-12-25ZVISION: Remove dead codeFilippos Karapetis
2014-12-25ZVISION: Fix frame rate for RLF videos and remove hack in AnimationNodeFilippos Karapetis
_frameTime refers to msec, not ticks
2014-12-25ZVISION: Resolve some TODOsFilippos Karapetis
2014-12-25ZVISION: Document some of the ActionRegion effectsFilippos Karapetis
2014-12-24ZVISION: Plug more memory leaksFilippos Karapetis
2014-12-24ZVISION: Plug another memory leak. Some cleanupFilippos Karapetis
2014-12-24ZVISION: Set all the internal graphics operations to use RGB555 (1/2)Filippos Karapetis
This is the first part of the changes to make the engine use RGB555 internally again. This is done to simplify the rendering pipeline - the engine will use RGB555 internally, but will output to RGB565. The overall changes have been broken into two commits, thus this first commit will break all the game colors
2014-12-24ZVISION: Plug a memory leakFilippos Karapetis
2014-12-24ZVISION: Add a hack to set the correct frame delay for RLF videosFilippos Karapetis
Also, use Common::Rational to avoid using floating point math
2014-12-23ZVISION: SpacingFilippos Karapetis
2014-12-23ZVISION: Limit the engine delay, even when a custom frame rate is setFilippos Karapetis
2014-12-23ZVISION: Fix some buffer overruns with the usage of sscanf()Filippos Karapetis
2014-12-23ZVISION: Move all of the text related code togetherFilippos Karapetis
2014-12-23ZVISION: Remove leftover warningFilippos Karapetis
2014-12-23ZVISION: Limit the default engine delay for all animationsFilippos Karapetis
This fixes the lag between frames for all in-game animations with a default frame delay
2014-12-23ZVISION: Fix regression from commit 3806aa4418Filippos Karapetis
2014-12-22ZVISION: Prefix some class member variables with an underscoreFilippos Karapetis
2014-12-21ZVISION: Document some controls that are only used in Zork: NemesisFilippos Karapetis
2014-12-19ZVISION: the type in ActionInventory is used as a signed byte nowFilippos Karapetis
2014-12-19ZVISION: Fix unchecked return value (CID 1257098)Marisa-Chan
2014-12-19ZVISION: Fix copy into fixed size buffer (CID 1257096)Marisa-Chan
2014-12-19ZVISION: Fix copy into fixed size buffer (CID 1257095)Marisa-Chan
2014-12-19ZVISION: Fix explicit null dereferenced (CID 1257094)Marisa-Chan
2014-12-19ZVISION: Fix uninitialized scalar field (CID 1257089)Marisa-Chan
2014-12-19ZVISION: Fix uninitialized scalar field (CID 1257088)Marisa-Chan