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Paul Gilbert
ULTIMA8: Rename remaining graphics folder class fields
Paul Gilbert
NEWS: Fix incorrect wording
Paul Gilbert
ULTIMA8: Rename more graphics folder class fields
Paul Gilbert
ULTIMA8: Renaming palette and other graphic class fields
Paul Gilbert
ULTIMA8: Renaming render surface class fields
Paul Gilbert
ULTIMA8: Renaming conf folder class fields
Paul Gilbert
ULTIMA8: Renaming games folder class fields
Paul Gilbert
MOHAWK: Hook Myst & Riven into SaveStateDescriptor autosave flag
Paul Gilbert
NEWS: Add line for better autosave support
Paul Gilbert
NUVIE: Pass autosave flag to extended savegame header when saving
Paul Gilbert
ENGINES: Add an autosave flag to the extended savegame data
Paul Gilbert
ENGINES: Abstract autosave check into SaveStateDescriptor
Paul Gilbert
MOHAWK: Re-add missing isAutoSaveAllowed call
Paul Gilbert
ENGINES: Autosave won't save over a custom save in it's slot
Paul Gilbert
ULTIMA: Refactor out use of meta engine pointer
Paul Gilbert
ENGINES: Added OSD messages for failed autosaves or savegames
Paul Gilbert
ENGINES: If an autosave can't be created, try again in 5 minutes
Paul Gilbert
ENGINES: Mark autosave slots as write protected

If the autosave slot doesn't yet have any file in it, when the
GMM save dialog is open, the autosave slot will show a default
'Autosave' entry which is write-only, to prevent users
accidentally making a savegame in that slot
Paul Gilbert
ENGINES: Cleanup of savegame filenames generation

This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
Paul Gilbert
SCUMM: Disable base engine autosave code in favour of engine's existing

The autosave code looks more complicated for the Scumm engine, and
since it's already present and working, it's simpler just to disable
the autosave code in the base engine for just this engine, letting
it keep taking care of it
Paul Gilbert
ULTIMA: Remove autosave code
Paul Gilbert
ZVISION: Remove autosave code
Paul Gilbert
XEEN: Remove autosave code
Paul Gilbert
TUCKER: Changing autosave to work with common Engine code
Paul Gilbert
SKY: Removed bulk of engine-specific autosave code

There's still some specific code remaining to keep the way the
existing autosave is handled the same, even though it now saves
it to slot 0, rather than with a .asd extension
Paul Gilbert
QUEEN: Remove autosave code
Paul Gilbert
MOHAWK: Re-add saving autosave for Myst on quit

I haven't figured out a good way to an exit on save for all engines,
so I'm re-adding the save autosave on exit that Myst previously had,
to call the new common Engine autosave method
Paul Gilbert
ENGINES: Do an autosave before loading a new game

Unfortunately, this will only apply to new engines that
use the Engine::loadGameState method. Other existing engines call
loadGameState directly and provide their own implementations,
so there's nowhere convenient to add the call that'd work for
all of them
Paul Gilbert
MOHAWK: Remove autosave code
Paul Gilbert
KYRA: Remove autosave code
Paul Gilbert
COMPOSER: Remove autosave code
Paul Gilbert
AGI: Remove autosave code
Paul Gilbert
GRIFFON: Remove autosave code
Paul Gilbert
ENGINES: Implement autosaving in the Engine base class
Paul Gilbert
ENGINES: Merge saveGameState virtual methods into a single one
Le Philousophe
CRYOMNI3D: Fix Coverity warnings

- Add initializations to constructors
- Use correct variable
- Fix unintended sign extension because of int promotion
- Use camelCase for variable names
Le Philousophe
Fix building when selected engines don't have their own debugger

In this case, the linker optimizes out Debugger which get required
later by Engine due to @dreammaster rework. Building with all engines
prevents optimization because several engines subclass Debugger and they
are included before gui.a in linker command line
Bastien Bouclet
KEYMAPPER: Remove the debugger standard action

It is no longer used
Bastien Bouclet
PEGASUS: Remove the debugger keymapper action

Opening the debugger is now in the global keymap.
Bastien Bouclet
MOHAWK: Remove the debugger keymapper action

Opening the debugger is now in the global keymap.
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