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2013-06-15NEVERHOOD: Fix 2 off-by-one errors in the savegame slot selection boxFilippos Karapetis
2013-06-14HOPKINS: Fix Heisenbug occuring when finishing the Polish demoStrangerke
Thanks Greencis for reporting it.
2013-06-12NEVERHOOD: Hook the dump vars debug code into a command, "dumpvars"Filippos Karapetis
Also, did some minor cleanup of the console commands (alphabetical reordering)
2013-06-12NEVERHOOD: Fix a slight glitch with the symbols cheat commandFilippos Karapetis
Now, the countdown to show the next symbol is properly reset when the command is used
2013-06-12NEVERHOOD: Move some more cheat code to the cheat console commandFilippos Karapetis
2013-06-12NEVERHOOD: Stop all sounds before restoring / restartingFilippos Karapetis
This fixes the static heard when loading a saved game to a scene with music, when the current scene also has music
2013-06-12NEVERHOOD: Remove or silence by default some more debug outputFilippos Karapetis
2013-06-12HOPKINS: Fix glitch in Polish demo when leaving the first roomStrangerke
Thanks Greencis for reporting it
2013-06-11NEVERHOOD: Fix GCC warnings about shadowed variablesTorbjörn Andersson
2013-06-11NEVERHOOD: Remove cheat debug code, and introduce a new command, "cheat"Filippos Karapetis
2013-06-11NEVERHOOD: Fix warning about shadowed variablejohndoe123
2013-06-11NEVERHOOD: Try to fix the Smacker issues inside of SmackerPlayer only ↵johndoe123
(instead the numerous classes using it) SmackerPlayer now creates a surface in the constructor and deletes it in the destructor. There will be only this surface during the lifetime of the player, so there shouldn't be any issues any more when the player is reused for different Smacker files. This is imo nicer than to remove/add the surface. I kept the several openSmacker since it wraps some code which is nice.
2013-06-11NEVERHOOD: Fix crashes in scene 3009 (cannon scene), and add a FIXMEFilippos Karapetis
2013-06-11NEVERHOOD: Cleanup, merge some duplicate codeFilippos Karapetis
2013-06-11HOPKINS: Fix glitch at the end of the intro caused by a double long fade outStrangerke
Thanks Greencis for reporting it
2013-06-11TONY: Add detection for German "Shoe Box", bug #3582420Strangerke
2013-06-11TONY: Add detection for English version unpackedStrangerke
Thanks Tomaso for reporting the problem
2013-06-10TONY: Remove varargs from mpalQueryCORO(). CID 1002105Torbjörn Andersson
It didn't always reach va_end(), but rather than adding a call it makes more sense to just drop the varargs from it, since it didn't use it anyway.
2013-06-10NEVERHOOD: Change the debuglevel of the scene changing debug outputFilippos Karapetis
These are shown on each scene change, but should no longer be needed to be enabled by default, since we can now use the debugger to check and change the current scene
2013-06-10NEVERHOOD: Fix crash when viewing videos in the video viewerFilippos Karapetis
The crash was caused by stale pointers, exactly the same as in commit 2e4f64066da7c08edcd17b5c66c6463887b836b4
2013-06-09HOPKINS: Fix code formattingStrangerke
2013-06-09NEVERHOOD: Add a console command to display the current surfacesFilippos Karapetis
2013-06-09NEVERHOOD: Remove superfluous checkFilippos Karapetis
2013-06-09NEVERHOOD: Fix a memory leak when changing modulesFilippos Karapetis
2013-06-09NEVERHOOD: Add a debug console, together with a command to change roomsFilippos Karapetis
2013-06-08SAGA: Add "fallthrough" comments to switch. CID 1003742, 1003743Torbjörn Andersson
I'm almost certain these are intentional fallthroughs. It makes sense to handle the little-endian cases like the big-endian ones, with the added FLAG_LITTLE_ENDIAN.
2013-06-08LURE: Fix bad operator in "hotspot" debug command, CID 1004147Torbjörn Andersson
2013-06-06WINTERMUTE: Prevent warning about duplicate files when autodetecting.Tobia Tesan
Removed a call to BaseFileManager::registerPackages() in WintermuteEngine::getGameInfo(), as the constructor for BaseFileManager already calls registerPackages() once; another call should thus be superfluous.
2013-06-06WINTERMUTE: Fix for unnecessary "WARNING: getChildren() failed for path:"Tobia Tesan
FSNode::getChildren() was called assuming that it returns 0 iff success. Actually, it's the other way around.
2013-06-06MOHAWK: Use addSubDirectoryMatching for LB paths.Alyssa Milburn
2013-06-06ALL: Fix typo (succesful -> successful)Willem Jan Palenstijn
Thanks to 'onlyjob' on pull request #337 for pointing out an instance of this.
2013-06-06TINSEL: Revert the incorrect flagging of DW2 entries as CD versionsFilippos Karapetis
This reverts the changes done to the DW2 entries in commit d4a354c1. We only distinguish between floppy and CD versions if a game had both a CD and a floppy version released. DW2 was only released as a CD version, so the extra flagging of the DW2 entries as CD was redundant, and caused confusion regarding previous saved games to users that readded the DW2 detection entries after this change
2013-06-06HOPKINS: Fix glitch occurring in the intro of the Linux Demo.Strangerke
Thanks greencis for reporting it
2013-06-05LURE: Use correct deallocator, CID 1004041Torbjörn Andersson
The memory was allocated with Memory::alloc(), so it should be freed with Memory::dealloc(), not delete.
2013-06-05HOPKINS: Fix 2 glitches reported by greencis in win95 demosStrangerke
2013-06-04SCUMM: Verify sample width in Digital iMUSE callback. CID 1002112Torbjörn Andersson
Verify that 'bits' really is one of 8, 12 or 16 before decoding the data. It's probably always the case (unless the data files are damaged) but if it isn't we'll either try to queue NULL to the audio stream, or queue the same buffer more than once, or free the buffer more than once. All of which are bad, though Coverity only noticed the last of these cases.
2013-06-02TONY: Fix memory leak on save game failure (CID 1003579)Torbjörn Andersson
Though shouldn't it also alert the user to the failure?
2013-06-02TONY: Fix potential memory leakTorbjörn Andersson
Unfortunately, I'm not sure where and when this function is called. But this should be correct. CID 1003575
2013-06-02NEVERHOOD: Fix crash in scene 1105 (teddy bear panel)Torbjörn Andersson
Leaving the panel in scene 1105 only worked if the panel was open. If the panel was closed, nothing would happen on the first click, and on the second it would crash. If I understood this correctly, it was because trying to leave while the panel was closed would (incorrectly) mark it as open, and then it would crash when trying to remove the objects behind the panel from the scene.
2013-06-02SCUMM: Remove unused variable _quitTorbjörn Andersson
CID 1003018
2013-06-01Merge pull request #332 from bluegr/roland_gs_cleanupJohannes Schickel
SCUMM: iMuse - Clean-up of Roland GS code (updated)
2013-06-01LURE: Add missing va_end()Torbjörn Andersson
CID 1002106
2013-06-01SAGA: Add missing "break"sTorbjörn Andersson
It seems pretty clear to me that these fallthroughs were not intentional, seeing how one of them could cause ITE to fall through to IHNM-specific code. CID 1003744, 1003745
2013-06-01NEVERHOOD: Removed debug (?) code that bypassed puzzleTorbjörn Andersson
The effect of the removed code was to bypass the potion-mixing puzzle while shrunken. The puzzle works fine for me, so there's no reason to keep this bypass. Also, it caused a dead code warning, CID 1022345.
2013-05-31NEVERHOOD: Made multi-line function-line macros saferTorbjörn Andersson
Wrapped the code in the SetUpdateHandler(), SetMessageHandler(), SetSpriteUpdate(), SetFilterX(), SetFilterY() and NextState() macros in "do { ... } while (0)". Otherwise you may fool yourself because in "if (condition) macro();" the "if" will only cover the first statement of the macro. CID 1022340, 1022341, 1022342, 1022343
2013-05-31SCI: Add a workaround for a script bug in SQ5, room 800 - bug #3614145Filippos Karapetis
2013-05-29SKY: Try to avoid deadlocks with the mixer mutex.Alyssa Milburn
See bug #3512069.
2013-05-28HOPKINS: Fix crash in Polish demo - Bug #3613954Strangerke
2013-05-28NEVERHOOD: Silence two compiler warnings about set but unused variables.D G Turner
2013-05-28NEVERHOOD: Don't show mouse cursor on game startupFilippos Karapetis
This makes sure that the mouse cursor isn't visible during the intro