..
a-c.cpp
One of those stupid optimizations you notice the potential for when scrolling through code looking for something
2019-09-20 14:36:17 +02:00
animvpx.cpp
- reworked global palette state for robustness.
2020-01-26 10:58:00 +01:00
clip.cpp
Don't push sprites away from other clip objects when their clip areas overlap if the velocity passed to clipmove() is 0
2020-01-29 19:10:26 +01:00
common.cpp
- implemented 'map' CCMD for all games.
2020-01-28 11:20:30 +01:00
compat.cpp
- cleanup and removal of unused code.
2019-12-29 16:35:51 +01:00
defs.cpp
- fixed setup of hires textures.
2020-01-28 21:36:30 +01:00
engine.cpp
- removed the Build color matching code
2020-01-28 10:31:59 +01:00
engine_oldmap.h
The great repository rearrangement of 2017.
2017-02-01 10:01:11 +00:00
engine_priv.h
- cleaned out a tiny bit of the garbage that has accumulated in compat.h.
2020-01-25 10:56:30 +01:00
glsurface.cpp
- collect all 3D geometry in a list so that it can be rendered later.
2020-01-18 22:41:08 +01:00
hash.cpp
- fix merge errors.
2019-12-08 08:51:54 +01:00
hightile.cpp
- hooked up the high color texture colorization code.
2020-01-11 22:18:06 +01:00
mdsprite.cpp
- completely separated view and model matrix.
2020-01-19 16:07:09 +01:00
mhk.cpp
Blood: prefix the new maphack tokens with md
2020-01-11 22:24:13 +01:00
palette.cpp
- removed the Build color matching code
2020-01-28 10:31:59 +01:00
polymost.cpp
- partial fix for the broken sky in E3M2 of Blood.
2020-01-26 13:45:33 +01:00
pragmas.cpp
- copybyte is not the same as memcpy.
2019-12-15 21:06:41 +01:00
scriptfile.cpp
- cleaned out the remaining wrappers from cache1d.h and use the file system directly instead.
2019-12-07 10:49:23 +01:00
sdlayer.cpp
- moved bits of my own code to properly copyrighted files.
2020-01-12 14:54:43 +01:00
timer.cpp
- fixed savegame validation and recursive ticker calls.
2019-11-30 23:33:04 +01:00
voxmodel.cpp
- fixed: the current shade was applied twice for voxels - once as a shade and once as a light level.
2020-01-22 21:34:18 +01:00