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2014-12-26ZVISION: Move the save manager together with the other file classesFilippos Karapetis
2014-12-26ZVISION: Slight cleanupFilippos 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 code, and fix bad usage of assert()Filippos Karapetis
Since some compilers, like MSVC, strip out asserts in non-debug builds, it's a bad idea to perform active commands within assert() statements. In this particular case, the engine would attempt to open a file in an assert statement
2014-12-25ZVISION: Use the search manager to open files in console commandsFilippos 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
2014-12-25SCI: actor file format, add debug code kPortraitMartin Kiewitz
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 (2/2)Filippos Karapetis
This is the second 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, with this commit finishing all the changes. This is needed, as the game uses RGB555 graphics internally, but its AVI animations (full screen and in-game) use RGB565
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: Let the cursor manager do pixel format conversion for cursorsFilippos Karapetis
2014-12-24ZVISION: Introduce pixel formats for resources (555) and screen (565)Filippos Karapetis
2014-12-24ZVISION: Disable unused codeFilippos Karapetis
2014-12-24ZVISION: Plug a memory leakFilippos Karapetis
2014-12-24SCI: fix typo in comment for LSL3/GermanMartin Kiewitz
2014-12-24SCI: added LSL3/German 5 1/4" floppy versionMartin Kiewitz
2014-12-24SCI: Silence a gcc warningMatthew Hoops
2014-12-24ZVISION: Remove duplicate codeFilippos Karapetis
2014-12-24ZVISION: Remove dead codeFilippos 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: Handle animation rewinding outside the RLF encoderFilippos Karapetis
2014-12-23ZVISION: SpacingFilippos Karapetis
2014-12-23ZVISION: Add error checking when loading in-game animations and videosFilippos Karapetis
2014-12-23ZVISION: Limit the engine delay, even when a custom frame rate is setFilippos Karapetis
2014-12-23ZVISION: Disable more unused codeFilippos Karapetis
2014-12-23ZVISION: Disable unused codeFilippos Karapetis
2014-12-23ZVISION: Clamp the rotation velocity to never be zeroAdrian Astley
Before, if we set the in-game preferences to have very low rotation speed, the velocity ends up always being 0 - 0.99 Hence, when we convert back to an int, everything gets truncated to zero. Therefore, we clamp, in order to ensure the user can always move, no matter which setting they use.
2014-12-23ZVISION: Use Common::Rational to simplify fixed point mathAdrian Astley
2014-12-23ZVISION: Remove unnecessary mathAdrian Astley
2014-12-23ZVISION: Fix some buffer overruns with the usage of sscanf()Filippos Karapetis
2014-12-23ZVISION: Add a comment about the special 0xCCCC characterFilippos Karapetis
2014-12-23ZVISION: Move all of the text related code togetherFilippos Karapetis
2014-12-23ZVISION: Ignore the special 0xCCCC character in subtitlesFilippos Karapetis
This seems to be used as a newline character
2014-12-22AGI: use shorter sizes for buffersPino Toscano
Instead of allocate them with MAXPATHLEN as size, just give them the size for the data that are going to be written on them.
2014-12-22DRASCULA: use Common::String::format when possiblePino Toscano
Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer.
2014-12-22AGI: use Common::String::format when possiblePino Toscano
Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer.
2014-12-23ZVISION: SpacingFilippos Karapetis
2014-12-23ZVISION: Remove leftover warningFilippos Karapetis
2014-12-23ZVISION: Avoid using color masks for in-game animationsFilippos Karapetis
This fixes the transparency for some in-game animations. Since colors can be truncated with color masks, and since accurate colors are required for transparency, color masks can't be used. This fixes the transparency of the in-game item examination interface in ZGI
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
2014-12-23ZVISION: Remove dead codeFilippos Karapetis
2014-12-22ACCESS: Move variable from Room manager to local functionStrangerke
2014-12-22ACCESS: Remove an unused variable in Animation managerStrangerke