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The main reason here is that the scene specific part contains a projection dependent component which would be a problem when transitioning to GZDoom's code. The global viewpoint data already has a field for such a factor so now that gets used. This also means a significant simplification of the visibility code in Polymost and the removal of several global variables. |
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.. | ||
engine | ||
filter | ||
fonts/consolefont | ||
shaders | ||
language.csv | ||
newconsolefont.hex | ||
textcolors.txt | ||
x11r6rgb.txt |