Christoph Oelckers
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01abe7b2ac
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- addressed most unused/uninitialized variable warnings from MSVC.
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2021-11-29 00:55:30 +01:00 |
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Christoph Oelckers
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bad2c2e55f
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- backend update from GZDoom
* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
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2021-08-14 10:04:45 +02:00 |
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Christoph Oelckers
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2942e011bf
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- cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer.
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2021-04-16 21:27:54 +02:00 |
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Christoph Oelckers
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ba5ede65b8
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- backend update from GZDoom.
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2021-02-26 19:06:10 +01:00 |
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Christoph Oelckers
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c96e04e6c9
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- backend update from GZDoom.
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2021-02-12 14:44:54 +01:00 |
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Christoph Oelckers
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e7ab4cd176
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- backend update from GZDoom.
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2021-01-29 13:20:00 +01:00 |
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Christoph Oelckers
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02afa90202
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- another backend update from merging several GZDoom PRs.
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2020-09-27 16:16:53 +02:00 |
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Christoph Oelckers
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c61a2c3486
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- enable palette emulation for HUD weapon drawing.
Not correct yet but the basics are in.
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2020-09-13 23:14:44 +02:00 |
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Christoph Oelckers
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197a35291a
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- added level summary screens and made the fade for the screens an engine feature.
This also hijacks one free element in the shader uniforms for the newly added factor.
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2020-07-01 12:55:32 +02:00 |
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Christoph Oelckers
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6a9f1e9da1
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- removed the old OpenGL interface.
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2020-06-12 00:25:52 +02:00 |
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Christoph Oelckers
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22aad4999c
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- use the engine backend to render the scene
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2020-06-11 22:26:46 +02:00 |
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