raze/source
Christoph Oelckers b0090b07fc - do not fade screen jobs in when in the menu.
This doesn't work properly because the timer is stopped, leading to visual artifacts with the fading.
2020-09-16 19:13:21 +02:00
..
blood - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
build - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
common - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
core - do not fade screen jobs in when in the menu. 2020-09-16 19:13:21 +02:00
exhumed - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
games/duke - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
glbackend - fixed animation of weapon sprites 2020-09-14 22:16:33 +02:00
libsmackerdec - fixed the cheat handler. 2020-07-25 17:25:21 +02:00
platform - Raze is not GZDoom. Changed to something more generic. (Will do the same update to GZDoom) 2020-06-16 08:01:37 -04:00
sw - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
thirdparty - added missing terminator to Base64 encoder. 2020-09-07 23:32:58 +02:00
__autostart.cpp - added the softpoly and Vulkan backend code fron GZDoom. 2020-05-31 10:53:11 +02:00
CMakeLists.txt - redid scriptfile as a wrapper around FScanner 2020-09-15 00:11:08 +02:00
g_pch.h - cleaned up the remaining dependencies on windows.h 2020-02-03 21:30:57 +01:00
gitinfo.cpp - rewrote the screenshot code to use m_png as its backend. 2019-11-02 12:59:59 +01:00
zzautozend.cpp - added the softpoly and Vulkan backend code fron GZDoom. 2020-05-31 10:53:11 +02:00