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2016-09-07DM: Renaming in more functions of TimelineStrangerke
2016-09-07DM: More refactoring in TimelineStrangerke
2016-09-07DM: Remove GOTOs from processTimeline()Strangerke
2016-09-07DM: more renaming in TimelineStrangerke
2016-09-07DM: Remove a GOTO from fixChronology()Strangerke
2016-09-07DM: Start refactoring TimelineStrangerke
2016-09-07DM: Finish the renaming and first refactoring pass in TextManStrangerke
2016-09-07DM: More renaming and refactoringStrangerke
2016-09-07DM: Fix the style of some pointers in projexplStrangerke
2016-09-07FULLPIPE: Fix bat minigame in scene27Eugene Sandulenko
2016-09-07FULLPIPE: First round of getting rid of BallChain in scene27Eugene Sandulenko
2016-09-07FULLPIPE: Fix memory leak in scene09Eugene Sandulenko
2016-09-07DM: Fix regression introduced in e4fe372Bendegúz Nagy
2016-09-07FULLPIPE: Added and using StaticANIObject::isPixelHitAtPos()Eugene Sandulenko
2016-09-07FULLPIPE: Further work on the hangers in scene09Eugene Sandulenko
2016-09-07FULLPIPE: Fix invalid readEugene Sandulenko
2016-09-07DM: Remove the use of GOTO in processEvent25Strangerke
2016-09-07DM: Refactor processEvent25Strangerke
2016-09-07DM: Refactor processEvents48To49Strangerke
2016-09-07DM: Get rid of a GOTO in projectileGetImpactCountStrangerke
2016-09-06SHERLOCK: RT: Fix hang on dragging mouse outside Inventory verbs listPaul Gilbert
2016-09-06DM: Renaming in ProjExplStrangerke
2016-09-06DM: Take Dreammaster's suggestion into account to make it even more readableStrangerke
2016-09-06DM: Rework a if statement in hasProjectileImpactOccurred to make it readableStrangerke
2016-09-06FULLPIPE: Use cp866 for logging on Windows buildRetro-Junk
2016-09-06FULLPIPE: Fix rounding error in MctlGraph::makeQueueRetro-Junk
2016-09-06FULLPIPE: Further fixes to scene09. Now balls fly as expectedEugene Sandulenko
2016-09-06FULLPIPE: More fixes to scene09Eugene Sandulenko
2016-09-06FULLPIPE: Start using plain objects insted of Ball in scene09Eugene Sandulenko
2016-09-06FULLPIPE: Added more debug info to scene09Eugene Sandulenko
2016-09-06DM: Split redefined variables in hasProjectileImpactOccurred()Strangerke
2016-09-06DM: First pass of refactoring in hasProjectileImpactOccurredStrangerke
2016-09-05DIRECTOR: Lingo: Implemented and documented 'the key' and 'the machineType'Eugene Sandulenko
2016-09-05DM: Merge branch 'dm' of github.com:WinterGrascph/scummvm into dmBendegúz Nagy
2016-09-05DM: Fix regression introduced in 901ba6fBendegúz Nagy
Unable to place items directly into champions' hands
2016-09-05DM: Fix pointer style in ObjectManStrangerke
2016-09-05DM: Finish the renaming in ObjectManStrangerke
2016-09-05DM: Start refactoring ObjectManStrangerke
2016-09-05DM: Better refactoring of sensorIsTriggeredByClickOnWallStrangerke
2016-09-05DM: Better refactoring of processThingAdditionOrRemovalStrangerke
2016-09-05MACVENTURE: Implement opcode $cb (Get Current Day)Torbjörn Andersson
In Deja Vu, Pete's All Nite Gun Palace is closed if you play the game on a Sunday. I'm guessing that's the only place where this opcode is used
2016-09-05MACVENTURE: Clear the exits window before drawing the buttonsTorbjörn Andersson
This was a regression from adding background patterns.
2016-09-05Merge branch 'dm' of github.com:WinterGrascph/scummvm into dmBendegúz Nagy
2016-09-05DM: Get rid of Gotos in processThingAdditionOrRemovalStrangerke
2016-09-05MACVENTURE: Make opcode $ca return current time, not played timeTorbjörn Andersson
This is used by some games to determine the appropriate greeting, e.g. "Good evening" if you play the game in the evening.
2016-09-05FULLPIPE: Further work on scene09Eugene Sandulenko
2016-09-05FULLPIPE: Started rewriting scene09 with Common::Array instead of CPlexEugene Sandulenko
2016-09-05TITANIC: Convert some dynamic_casts back to static_cast as appropriatePaul Gilbert
2016-09-05DIRECTOR: Make PC types uniformEugene Sandulenko
2016-09-05WAGE: Fix warningEugene Sandulenko