gzdoom-gles/src
Christoph Oelckers 82af7f4f68 - mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 12:55:04 +02:00
..
common Fix compilation on DragonFly BSD 2020-06-10 10:59:33 +03:00
console - made video base code game independent 2020-04-28 22:54:53 +02:00
g_statusbar - advanced coordinate control for overlays over DTA_Fullscreen images. 2020-06-06 12:51:03 +02:00
gamedata Merge branch 'master' of https://github.com/coelckers/gzdoom 2020-05-25 21:23:25 +02:00
intermission - export common formulae to functions instead of copy-pasting them 2020-05-07 04:34:17 -04:00
maploader - Fixed crash on maps with out of range sidedef and sector numbers, adapted from PRBoom. 2020-05-29 18:59:58 +02:00
menu - since we already got lots of CVAR descriptions from the menu's content, let's use that as CVAR description if none is explicitly provided. 2020-06-08 23:37:22 +02:00
playsim Hotfix: LineTrace now reports the correct number of portal crossings. 2020-06-07 15:04:44 +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 - added a flash component to the colormap shader. 2020-06-07 09:16:56 +02:00
rendering - fixed code that deternines when to upscale a texture. 2020-06-10 00:21:19 +02:00
scripting - tighten rules for action functions called from Decorate 2020-06-07 15:00:32 +03:00
sound Merge branch 'master' into texture_rework 2020-04-29 08:04:15 +02:00
utility/nodebuilder - moved a few leftover utility classes to 'common'. 2020-04-29 17:51:04 +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 - added a new light mode that emulates Build's depth fading. 2020-06-08 23:37:20 +02:00
am_map.h - made the automap an object. 2019-01-26 15:21:20 +01:00
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 m_joy to common. 2020-06-08 23:37:21 +02:00
ct_chat.cpp - made video base code game independent 2020-04-28 22:54:53 +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 - Strip out any color escape sequences before setting a window title. 2020-06-02 21:49:53 +02:00
d_main.h - moved the frame rate drawer out of DFrameBuffer. 2020-04-27 23:53:26 +02:00
d_net.cpp - made video base code game independent 2020-04-28 22:54:53 +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 Add a cvar to control weapon bobbing while firing 2020-05-31 23:12:11 +02:00
d_protocol.cpp - moved the I_Error prototypes to doomerrors.h to avoid having to include the low level system header for this. 2019-01-31 19:38:04 +01:00
d_protocol.h
doomdata.h Added MTF_NOCOUNT to spawn flags 2020-04-27 20:30:37 +02:00
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 - added a new light mode that emulates Build's depth fading. 2020-06-08 23:37:20 +02:00
empty.cpp
events.cpp - made load game failure a bit more resilient 2020-01-02 13:40:14 +02:00
events.h - moved a few leftover utility classes to 'common'. 2020-04-29 17:51:04 +02:00
g_cvars.cpp - decoupled the string table from game implementation details. 2020-04-11 20:19:51 +02:00
g_cvars.h - started cleaning up the contents of the g_shared directory, starting with a_dynlight.cpp 2019-01-31 02:05:16 +01:00
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 - mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse. 2020-06-10 12:55:04 +02:00
g_game.h - moved most of the OpenGL backend to 'common'. 2020-04-26 14:44:19 +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 - fixed missing declaration 2019-01-29 02:17:25 +01:00
g_level.cpp - do not allow playing sounds during PlayerFinishLevel. 2020-06-09 21:01:14 +02:00
g_level.h - system backend cleanup. 2020-04-22 19:57:14 +02:00
g_levellocals.h - force player respawn to call up the player's default class settings before determining where to respawn the player 2020-05-07 04:33:28 -04:00
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 - made video base code game independent 2020-04-28 22:54:53 +02:00
gameconfigfile.h - did a bit of cleanup on DFrameBuffer, most notably taking GetCaps out of it. 2020-04-27 22:24:41 +02:00
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 - made video base code game independent 2020-04-28 22:54:53 +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_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 - made video base code game independent 2020-04-28 22:54:53 +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 - moved all EV_Light* functions and G_SerializeLevel into FLevelLocals 2019-01-26 17:55:15 +01:00
p_setup.cpp - moved the frame rate drawer out of DFrameBuffer. 2020-04-27 23:53:26 +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 - moved the I_Error prototypes to doomerrors.h to avoid having to include the low level system header for this. 2019-01-31 19:38:04 +01:00
scriptutil.h Moved access to ACS instance data out of ScriptUtil worker class 2019-01-23 20:55:59 +01:00
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 Fixed wrong MINDEMOVERSION which was committed in 95f447927a 2020-06-08 15:10:00 +02:00
wi_stuff.cpp - advanced coordinate control for overlays over DTA_Fullscreen images. 2020-06-06 12:51:03 +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