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gzdoom-gles
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gzdoom-gles
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src
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g_shared
History
Randy Heit
2b52d686e9
- Use 3D midtexture restrictions when respawning actors.
...
SVN r3550 (trunk)
2012-04-10 03:28:53 +00:00
..
a_action.cpp
a_action.h
a_armor.cpp
- added FDARI's Default/global damagetype properties submission.
2012-04-07 12:11:17 +00:00
a_artifacts.cpp
- Fixed: Armor did not use damagefactor "Normal" as a fallback factor.
2012-03-23 01:20:45 +00:00
a_artifacts.h
a_bridge.cpp
a_camera.cpp
a_debris.cpp
a_decals.cpp
a_fastprojectile.cpp
a_flashfader.cpp
a_fountain.cpp
a_hatetarget.cpp
a_keys.cpp
a_keys.h
a_lightning.cpp
- Restored savegame compatibility that was removed in r3427.
2012-03-13 02:43:24 +00:00
a_lightning.h
a_mapmarker.cpp
a_morph.cpp
- When morphing, transfer the score to the new actor, and when unmorphing, transfer the morphed
2012-03-18 01:56:48 +00:00
a_morph.h
a_movingcamera.cpp
a_pickups.cpp
- Use 3D midtexture restrictions when respawning actors.
2012-04-10 03:28:53 +00:00
a_pickups.h
- Added Xaser's weapon patch to check +reload and +zoom in A_WeaponReady.
2012-04-07 13:07:25 +00:00
a_puzzleitems.cpp
a_quake.cpp
a_randomspawner.cpp
- moved the FRenderer::StateChanged call from AActor::StaticSpawn to AActor::PostBeginPlay.
2012-03-07 01:03:56 +00:00
a_secrettrigger.cpp
a_sectoraction.cpp
a_setcolor.cpp
a_sharedglobal.h
a_skies.cpp
a_soundenvironment.cpp
a_soundsequence.cpp
a_spark.cpp
a_specialspot.cpp
a_specialspot.h
a_waterzone.cpp
a_weaponpiece.cpp
a_weaponpiece.h
a_weapons.cpp
- Added Xaser's weapon patch to check +reload and +zoom in A_WeaponReady.
2012-04-07 13:07:25 +00:00
hudmessages.cpp
sbar.h
sbar_mugshot.cpp
sbarinfo.cpp
- removed unneeded includes of r_local.h.
2011-07-06 18:12:16 +00:00
sbarinfo.h
sbarinfo_commands.cpp
- Add 17:10 aspect ratio, for 1024x600 screens.
2012-03-25 02:57:28 +00:00
shared_hud.cpp
- added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
2012-03-11 09:08:35 +00:00
shared_sbar.cpp
- moved S_NoiseDebug call from FStatusBar::Draw to FStatusBar::DrawTopStuff so that it also gets drawn with the alternative HUD and stays on top of other HUD content.
2012-04-06 10:32:27 +00:00