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2019-11-11GLK: ARCHETYPE: Added converted filesPaul Gilbert
2019-11-11GLK: ARCHETYPE: Skeleton enginePaul Gilbert
2019-11-11AGOS: Fix Missing Default Switch Cases when AGOS2 is enabledD G Turner
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-11MUTATIONOFJB: Fix Missing Default Switch CasesD G Turner
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-11MORTEVIELLE: Fix Missing Default Switch CasesD G Turner
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-10MOHAWK: MYST: Use OSystem::fillScreen now it works with all pixel formatsBastien Bouclet
2019-11-10FULLPIPE: Fix const'nessEugene Sandulenko
2019-11-10FULLPIPE: More debug putputEugene Sandulenko
2019-11-10FULLPIPE: Use more portable double loadingEugene Sandulenko
2019-11-10FULLPIPE: Added more debug outputEugene Sandulenko
2019-11-10FULLPIPE: Do not void global engine pointer too earlyEugene Sandulenko
2019-11-10BLADERUNNER: Add a engine checkbox to target 120 fpsThanasis Antoniou
This is added in the Engine tab for the game. Default is false (60 fps)
2019-11-09TUCKER: Fix Missing Default Switch CasesD G Turner
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-09KYRA: (EOB2) - workaround for minor graphics glitchathrxx
The game would actually allow placing the 4 horns or the large red rings from the ringmaster riddle into the inventory ring slots. Simply, because these items are flagged that way in the data file (itemtype.dat). I wasn't aware of this until I happened to come across some youtube video. The video was from DosBox, but this doesn't make a difference. This patch prevents placing these items into the ring slots.
2019-11-08SCI: Fix SQ5 WD40 alarm countdown lockupsluicebox
Fixes bug #11255
2019-11-09TOUCHE: Fix Missing Default Switch CasesD G Turner
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-09TOON: Fix Missing Default Switch CasesD G Turner
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-09XEEN: Fix Missing Default Switch CasesD G Turner
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-09CRYO: Use byteswap functions from common/endian.hCameron Cawley
2019-11-08BLADERUNNER: Fix wrong order for GPS map selectionThanasis Antoniou
2019-11-08SCUMM HE: Fix Signed vs. Unsigned Compiler WarningD G Turner
2019-11-07SCUMM HE: MBC: Remove empty callbacksEugene Sandulenko
2019-11-07SCUMM HE: MBC: Implement Net::removeUser()Eugene Sandulenko
2019-11-07SCUMM HE: MBC: Store generated player keyEugene Sandulenko
2019-11-07SCI: Fix SQ5 WD40 fruit lockupsluicebox
Fixes bug #5162
2019-11-06SUPERNOVA: Fix exiting scummvm from MSN 1 introJaromir Wysoglad
2019-11-06SCUMM HE: MBC: Pass userid for the endsession requestEugene Sandulenko
2019-11-05SCUMM HE: MBC: Implement Net::destroyPlayer()Eugene Sandulenko
2019-11-05BLADERUNNER: #11239 Fix buggy state and saved games for Desk ClerkThanasis Antoniou
Resolves ticket #11239 Occurs when McCoy leaves the scene with Leon and Desk Clerk too fast, before Leon drops the clerk Crash happens only when using CDFRAMES, but the animation would be bugged even when using HDFRAMES.DAT
2019-11-05SCUMM HE: MBC: Fix debug outputEugene Sandulenko
2019-11-05SCUMM HE: MBC: Implement Net::disableSessionJoining()Eugene Sandulenko
2019-11-05SCUMM HE: MBC: Properly thread async requestsEugene Sandulenko
2019-11-05SCUMM HE: MBC: Implemented function return from remote clientEugene Sandulenko
2019-11-04SCUMM HE: MBC: Implement Net::endSession()Eugene Sandulenko
2019-11-04SCUMM HE: MBC: Query sessions asynchronouslyEugene Sandulenko
2019-11-04SCUMM HE: MBC: CleanupEugene Sandulenko
2019-11-04SCUMM HE: MBC: Do not block execution when sending packetsEugene Sandulenko
2019-11-03STARTREK: Remove sound function wrappers out of StarTrekEngineFilippos Karapetis
2019-11-03ENGINES: Remove useless TODOBastien Bouclet
2019-11-03CRYO: Revert copyright string changeBastien Bouclet
2019-11-03BASE: Change the command line interface to use engine-qualified game namesBastien Bouclet
Qualified game names have the following form: engineId:gameId. Unqualified game names are still supported as long as they are not ambiguous. However they are considered deprecated and are no longer displayed by the --list-games command.
2019-11-03MOHAWK: Stop relying on the target to detect the current gameBastien Bouclet
The target is user defined and not may not contain the game name
2019-11-03ENGINES: Automatically upgrade the targets on launch to add an engine IDBastien Bouclet
2019-11-03ENGINES: Change targets to have an 'engine ID'Bastien Bouclet
The engine ID identifies which engine should be used to launch the target. Also remove the 'single ID' system. Different games from engines that used that system now have different game IDs. Also-By: Matthew Hoops <clone2727@gmail.com>
2019-11-03ENGINES: Stop using 'single id'Bastien Bouclet
2019-11-03ENGINES: Add an engine ID to all the enginesBastien Bouclet
2019-11-02SCI32: Fix QFG4 bone cage bugssluicebox
Fixes bug #11238
2019-11-03SCUMM HE: MBC: Properly create arrays on receiving. We now can join the game!Eugene Sandulenko
2019-11-02SCUMM HE: MBC: Fix passing arrays to the serverEugene Sandulenko
2019-11-01SCUMM HE: MBC: Implement array receiving as JSONEugene Sandulenko