gzdoom-gles/src
Christoph Oelckers 70d30feb4c - moved the render interface functions out of FGLRenderer into OpenGLFrameBuffer.
These need some consolidation among the backends, and the additional indirection in the OpenGL backend made it harder than necessary.
2020-04-24 15:52:31 +02:00
..
common - redirect ST_Sound to a callback because the sound code is game specific 2020-04-23 22:33:43 +02:00
console - switched the entire status bar code to use FGameTexture. 2020-04-19 10:57:45 +02:00
g_statusbar - transitioned the 2D drawer to FGameTexture. 2020-04-19 10:57:45 +02:00
gamedata - moved the texture name to FGameTexture. 2020-04-19 10:57:53 +02:00
intermission - moved the scale overrider to v_draw.h. 2020-04-21 21:23:04 +02:00
maploader - made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special. 2020-04-19 13:40:21 +02:00
menu - system backend cleanup. 2020-04-22 19:57:14 +02:00
playsim - relax pointer substitution restriction for morphed monsters. 2020-04-19 21:08:23 +02:00
posix - moved the Posix platform files to 'common' after making sure that Raze can compiled with them as-is. 2020-04-23 21:48:50 +02:00
r_data - split out FGameTexture into its own files. 2020-04-19 10:57:56 +02:00
rendering - moved the render interface functions out of FGLRenderer into OpenGLFrameBuffer. 2020-04-24 15:52:31 +02:00
scripting Merge branch 'master' into texture_rework 2020-04-19 21:15:28 +02:00
sound - system backend cleanup. 2020-04-22 19:57:14 +02:00
utility - switched the entire status bar code to use FGameTexture. 2020-04-19 10:57:45 +02:00
win32 - moved Windows platform code as well. 2020-04-23 22:26:30 +02:00
__autostart.cpp - fix autoseg registration by moving start/end files back to src directory 2020-04-13 10:14:07 +03:00
am_map.cpp - transitioned the 2D drawer to FGameTexture. 2020-04-19 10:57:45 +02:00
am_map.h
announcer.h
bbannouncer.cpp - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated. 2019-12-16 23:52:39 +01:00
CMakeLists.txt - moved the render interface functions out of FGLRenderer into OpenGLFrameBuffer. 2020-04-24 15:52:31 +02:00
ct_chat.cpp - use the 2d drawer's size where appropriate. 2020-04-11 20:20:58 +02:00
d_anonstats.cpp - moved gl_load to common. 2020-04-11 20:20:59 +02:00
d_buttons.h - use an array to store the buttons. 2020-04-11 20:19:50 +02:00
d_event.h - copied some fixes for overlong config entries from Raze. 2020-04-11 14:00:08 +02:00
d_gui.h
d_iwad.cpp - fixed compile errors in POSIX platform code. 2020-04-22 20:42:13 +02:00
d_main.cpp - redirect ST_Sound to a callback because the sound code is game specific 2020-04-23 22:33:43 +02:00
d_main.h - fixed compile errors in POSIX platform code. 2020-04-22 20:42:13 +02:00
d_net.cpp - removed the implicit conversion operators from FName. 2020-04-11 14:00:13 +02:00
d_net.h
d_netinf.h - fixed startup-time setup of serverinfo CVARs. 2020-04-13 11:53:08 +02:00
d_netinfo.cpp - fixed startup-time setup of serverinfo CVARs. 2020-04-13 11:53:08 +02:00
d_protocol.cpp
d_protocol.h
doomdata.h Change ML_NOSKYWALLS and add ML_DRAWFULLHEIGHT 2020-01-11 13:24:02 +01:00
doomdef.h - moved key definitions to their own header. 2020-04-11 20:19:25 +02:00
doomstat.cpp - decoupled the string table from game implementation details. 2020-04-11 20:19:51 +02:00
doomstat.h - fixed compile errors in POSIX platform code. 2020-04-22 20:42:13 +02:00
doomtype.h - moved DObject and core parts of the VM to 'common'. 2020-04-11 20:20:51 +02:00
empty.cpp
events.cpp - made load game failure a bit more resilient 2020-01-02 13:40:14 +02:00
events.h Added RenderUnderlay. 2019-07-03 18:01:45 +02:00
g_cvars.cpp - decoupled the string table from game implementation details. 2020-04-11 20:19:51 +02:00
g_cvars.h
g_dumpinfo.cpp - changed all texture access in the play code to use FGameTexture and redid Hexen's front sky layer by adding a new texture instead of hacking the existing one. 2020-04-19 10:57:46 +02:00
g_game.cpp Revert "- fixed: player spawn code should now always use defaults for the currently selected player class, not current flags" 2020-04-15 07:02:58 -04:00
g_game.h - c_dispatch header cleanup and splitting of gamestate into a separate header, to avoid polluting low level code with game specific headers. 2020-04-11 20:19:25 +02:00
g_hub.cpp - added option to print a map author's name on the summary screen 2019-08-02 09:11:40 +02:00
g_hub.h
g_level.cpp - system backend cleanup. 2020-04-22 19:57:14 +02:00
g_level.h - system backend cleanup. 2020-04-22 19:57:14 +02:00
g_levellocals.h Add current, max and average velocity as stat (#912) 2019-08-28 20:33:07 +02:00
g_pch.h - temporary solution to fix build of non-MSVC targets 2019-08-22 11:30:40 +03:00
g_pch2.h
gameconfigfile.cpp save and restore config-only variables from proper sections 2020-01-17 19:24:17 +01:00
gameconfigfile.h
gamestate.h - c_dispatch header cleanup and splitting of gamestate into a separate header, to avoid polluting low level code with game specific headers. 2020-04-11 20:19:25 +02:00
gitinfo.cpp
hu_scores.cpp - changed all texture access in the play code to use FGameTexture and redid Hexen's front sky layer by adding a new texture instead of hacking the existing one. 2020-04-19 10:57:46 +02:00
hu_stuff.h - backport some fixes from Raze - mostly redundant includes. 2020-04-11 20:20:39 +02:00
i_net.cpp - moved more code to 'common'. 2020-04-11 14:00:12 +02:00
i_net.h - refactored the exit calls out of the networking code 2019-10-07 00:55:14 +02:00
m_cheat.cpp - fixed compilation of optimized GCC and Clang targets 2020-04-12 11:03:25 +03:00
m_cheat.h
m_joy.cpp - added some utilities to cmdlib.cpp and changed its license to BSD, because no original Quake code is left here. 2020-04-11 14:00:08 +02:00
m_joy.h
m_misc.cpp - moved file system implementation to 'common'. 2020-04-11 14:00:20 +02:00
m_misc.h - system backend cleanup. 2020-04-22 19:57:14 +02:00
p_conversation.cpp - moved file system implementation to 'common'. 2020-04-11 14:00:20 +02:00
p_conversation.h - moved texture code to 'common'. 2020-04-11 20:20:38 +02:00
p_openmap.cpp - moved file system implementation to 'common'. 2020-04-11 14:00:20 +02:00
p_saveg.cpp - split the serializer in two to keep the Doom specific parts out of the main file. 2020-04-11 20:20:53 +02:00
p_saveg.h
p_setup.cpp - test skyboxes with dynamic_cast and scale them properly. 2020-04-19 10:57:55 +02:00
p_setup.h - moved file system implementation to 'common'. 2020-04-11 14:00:20 +02:00
p_states.cpp - removed the implicit conversion operators from FName. 2020-04-11 14:00:13 +02:00
p_tick.cpp - fixed: MF8_RECREATELIGHTS must be processed in pause mode as well. 2019-10-20 12:55:24 +02:00
p_tick.h
r_state.h
scriptutil.cpp
scriptutil.h
serializer_doom.cpp - fixed serializer. 2020-04-11 22:53:26 +02:00
serializer_doom.h - reactivated saving of sounds by name, not by index. 2020-04-13 10:32:46 +02:00
st_start.h - the big cleanup of the exit cleanup is done! 2019-10-07 20:28:55 +02:00
st_stuff.cpp Added 'NoKeyboardCheats' option to IWADINFO 2019-11-13 17:34:42 +01:00
st_stuff.h
version.h - moved around some pieces of code to make sharing with Raze easier. 2020-04-11 20:20:52 +02:00
wi_stuff.cpp - moved the scale overrider to v_draw.h. 2020-04-21 21:23:04 +02:00
wi_stuff.h - changed all texture access in the play code to use FGameTexture and redid Hexen's front sky layer by adding a new texture instead of hacking the existing one. 2020-04-19 10:57:46 +02:00
zzautozend.cpp - fix autoseg registration by moving start/end files back to src directory 2020-04-13 10:14:07 +03:00