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2014-06-06FULLPIPE: Initialize class variables. CID 1204256Eugene Sandulenko
2014-06-06CRUISE: Reduce the scope of variables in fillpoly()Strangerke
2014-06-06CRUISE: disable more efficiently some codeStrangerke
2014-06-06CRUISE: Fix a couple of CppCheck warnings in VolumeStrangerke
2014-06-05MADS: Implemented support methods for ScreenDialog base classPaul Gilbert
2014-06-05MADS: Added setup code for difficulty dialogPaul Gilbert
2014-06-05NEVERHOOD: Fix radio part of bug #6513 ("Some nasty bugs")Torbjörn Andersson
This clears the radio music variable when leaving the room. I've discussed with johndoe123 and he says this is what the original does. (You could also get the same effect by clearing it when entering the room.)
2014-06-05Merge pull request #465 from digitall/debugReworkJohannes Schickel
Add "all" option for debug flags to GUI::Debugger base class.
2014-06-05CRUISE: Remove useless code in addAnimation()Strangerke
2014-06-05CRUISE: Remove logically dead code in SoundStrangerke
2014-06-05MADS: Fix an uninitialized variable in DialogsNebularStrangerke
2014-06-05MADS: remove a magic value, use _transparencyIndexStrangerke
2014-06-05GROOVIE: Use debugC() and debugCN() functions directly in script debug.D G Turner
This removes the debugScript() wrapper, which can now be implemented directly using the relevant debug function. This avoids the variadic debug functions being wrapped in a second layer of variadic function which is probably causing a significant overhead.
2014-06-05GROOVIE: Remove engine-specific "all" debugflag. Minor naming cleanup.D G Turner
This is now uneeded as the GUI debugger superclass implements the same functionality and this removes a bunch of complexity from the Groovie engine debug calls. Also, removed groovie prefix from the debug flag naming as unecessary as these are within the Groovie namespace.
2014-06-04MADS: Fix restoring upper palette area when dialogs closePaul Gilbert
2014-06-04MADS: Fix palette corruption when changing selected inventor itemPaul Gilbert
2014-06-05MADS: Fix typo in drawScroller()Strangerke
2014-06-05FULLPIPE: Fix more warningsEugene Sandulenko
2014-06-05FULLPIPE: Fix warningEugene Sandulenko
2014-06-04SCUMM: Save/load music/sfx data in AD player.Johannes Schickel
This makes sure that the currently playing music and sfx are resumed when loading a save game.
2014-06-04SCUMM: Implement simple seeking in AD player.Johannes Schickel
2014-06-04SCUMM: Slightly refactor music playback in AD player.Johannes Schickel
2014-06-04SCUMM: Only forward declare Serializer in music.h.Johannes Schickel
2014-06-04SCUMM: Simplify voice channel allocation in AD code.Johannes Schickel
2014-06-04SCUMM: Fix typo in AD code.Johannes Schickel
2014-06-04MADS: Finally re-enable Rex waking up in the first game scenePaul Gilbert
2014-06-04MADS: Fix memory corruption when dealing with monster in scene 703Paul Gilbert
2014-06-04FULLPIPE: Finish MctlLadder::doWalkTo() implementationEugene Sandulenko
2014-06-04FULLPIPE: More work on MctlLadder::doWalkTo()Eugene Sandulenko
2014-06-03MADS: Remove redundant Palette::close methodPaul Gilbert
2014-06-03MADS: Free the audio player when the game endsPaul Gilbert
2014-06-03MADS: Fix removing items from inventory when they should bePaul Gilbert
2014-06-03MADS: Fix for getting bones in scene 752Paul Gilbert
2014-06-03MADS: Changed several values to constants in action setupPaul Gilbert
2014-06-03MADS: Fix drawing of background objectsPaul Gilbert
2014-06-04SCUMM: Fix music looping in AD player.Johannes Schickel
2014-06-04SCUMM: Only stop music instead of all sounds in music handling of AD player.Johannes Schickel
2014-06-04SCUMM: Make sound completely silent for volume level 0 in AD code.Johannes Schickel
2014-06-04SCUMM: Fix volume levels when playing SFX and music at the same time in AD ↵Johannes Schickel
player. This sadly decreases the granularity of volume control since AdLib has far less distinct volume levels as we. However, having music and sfx at the same time increases the overall experience.
2014-06-04SCUMM: Only reset rhythm state when music is stopped.Johannes Schickel
2014-06-04SCUMM: Allow music and sfx to be played at the same time in AD player.Johannes Schickel
2014-06-04SCUMM: Only stop music when requested in AD code.Johannes Schickel
2014-06-04SCUMM: Let music in AD code use the same HW channel allocation as SFX.Johannes Schickel
2014-06-04SCUMM: Dynamically allocate hw channels for SFX in AD player.Johannes Schickel
2014-06-04SCUMM: Allow multiple SFX to be played at once with AD.Johannes Schickel
Actually, even before this change it was possible. However, since we formerly used the original channel specification it was not possible when two sfx were started on the same channel. Now we can play such sounds simultaneously again. This is a first step towards a AdLib support level we had when we tried to convert SFX to MIDI to play it through iMuse. However, now we still play the sound effects properly, i.e. they still sound like in the original.
2014-06-04SCUMM: Clean up how SFX are stopped in the AD player.Johannes Schickel
2014-06-04SCUMM: Properly unlock sound resources when reusing sfx slots in AD code.Johannes Schickel
2014-06-04SCUMM: Further cleanup in AD SFX code.Johannes Schickel
2014-06-04SCUMM: Further refactor AD SFX code.Johannes Schickel
2014-06-04SCUMM: Always work directly on Channel data in AD code.Johannes Schickel