Commit graph

18732 commits

Author SHA1 Message Date
Magnus Norddahl
c43cef96d1 Remove the reserved vbo_shadowdata so only hw_vertexbuffer still needs it 2023-09-25 21:19:05 +02:00
Magnus Norddahl
2c9a1cbab7 Fix offset bug when using more than 1024 lights in a scene 2023-09-25 21:19:05 +02:00
Magnus Norddahl
e4578a7626 Improve vid_fps stats 2023-09-25 21:19:05 +02:00
Magnus Norddahl
795c0d90de Use a uniform buffer for the light list 2023-09-25 21:19:05 +02:00
Magnus Norddahl
bc2105eab9 Change the matrix interface on RenderState so the backend doesn't have to try detect changes on each Apply
Include the texture matrix in the mesh builder
2023-09-25 21:19:04 +02:00
Magnus Norddahl
fd3febaf7a Don't use VkHardwareDataBuffer for internal backend buffers 2023-09-25 21:19:04 +02:00
Magnus Norddahl
b413c80e49 Let the backend manage the shadowmap buffers 2023-09-25 21:19:04 +02:00
Magnus Norddahl
930107636e Move bone buffer to backend 2023-09-25 21:19:04 +02:00
Magnus Norddahl
d24ffc021b Manage the light buffer in the backend 2023-09-25 21:19:04 +02:00
Magnus Norddahl
62a227621a Manage viewpoint buffer internally in the backend 2023-09-25 21:19:04 +02:00
Magnus Norddahl
309330d222 There is no reason to default to poor stuttery performance 2023-09-25 21:19:04 +02:00
Magnus Norddahl
e7610904dd Adjust meshbuilder to vkdoom changes and make sure the drawinfo functions always allocate vertices from the output renderstate object 2023-09-25 21:19:03 +02:00
Magnus Norddahl
34470aa588 Merge all sectors into one mesh 2023-09-25 21:19:03 +02:00
Magnus Norddahl
1a64adf2be Add gl_meshcache cvar for toggling it on and off 2023-09-25 21:19:03 +02:00
Magnus Norddahl
9365af7bfe Upload vertices to vertex buffers 2023-09-25 21:19:03 +02:00
Magnus Norddahl
43cef43e9b Add support for drawing flats into the mesh cache 2023-09-25 21:19:03 +02:00
Magnus Norddahl
0ee22ccd80 Test drawing all cached sectors every frame 2023-09-25 21:19:03 +02:00
Magnus Norddahl
bd762a17eb Only create a Mesh if anything was actually drawn 2023-09-25 21:19:03 +02:00
Magnus Norddahl
31a861f343 Build a mesh cache for all sectors 2023-09-25 21:19:03 +02:00
Magnus Norddahl
528afe3ee3 Fix misc state init issues 2023-09-25 21:19:02 +02:00
Magnus Norddahl
fadda8146d Add the most basic implementation of a Mesh drawer as technically possible :) 2023-09-25 21:19:02 +02:00
Magnus Norddahl
3cae271219 Adjust HWWall to allocate vertices from renderstate 2023-09-25 21:19:02 +02:00
Magnus Norddahl
4be3e2d53a Add a basic renderstate->mesh builder class 2023-09-25 21:19:02 +02:00
Magnus Norddahl
b5e2de91a4 Add hint which of the uniforms are used by SetColor (maybe later move them to a secondary uniform block for independent updating) 2023-09-25 21:19:02 +02:00
Magnus Norddahl
367c1f8aaa Remove mAlphaThreshold 2023-09-25 21:19:02 +02:00
Magnus Norddahl
5de7c1ee03 Remove mClipSplit 2023-09-25 21:19:02 +02:00
Magnus Norddahl
59c72e98a4 Remove mLightParms 2023-09-25 21:19:02 +02:00
Magnus Norddahl
f80807d26a Remove unused uniforms and restrict push constants to only control offsets into buffers 2023-09-25 21:19:02 +02:00
Magnus Norddahl
6d3cb20699 Remove EPassType from VkShaderManager::Get and CompileNextShader() from VkShaderManager constructor 2023-09-25 21:19:01 +02:00
Magnus Norddahl
f220577ca4 Change the options menu to follow a more logical modern layout
Remove the old simple menu as that only made things worse
2023-09-25 21:19:01 +02:00
Magnus Norddahl
85f138841c Only add the lightmode actually being used into the shader 2023-09-25 21:19:01 +02:00
Magnus Norddahl
ca7e5be6b4 Remove virtual inheritance 2023-09-25 21:19:01 +02:00
Magnus Norddahl
ae72639853 Begin removing binding points from the hwrenderer layer.
Well known buffers should be created and managed by the backend, otherwise the backend just becomes an OpenGL emulator.
2023-09-25 21:19:01 +02:00
Magnus Norddahl
c22c9bea29 Remove dead code 2023-09-25 21:19:01 +02:00
Magnus Norddahl
9caa966f6f Add GetDevice function instead of accessing device member directly 2023-09-25 21:19:01 +02:00
Magnus Norddahl
3551e1e5e9 More folder adjustments 2023-09-25 21:19:00 +02:00
Magnus Norddahl
dd9feeea45 Change the folder structure of the vulkan backend to better reflect what is going on 2023-09-25 21:19:00 +02:00
Magnus Norddahl
6781b3215c Fix null pointer crash when drawing sprites with a null actor 2023-09-25 21:19:00 +02:00
Magnus Norddahl
447932025f Add support for gl_light_raytrace for cards that do not support rayquery 2023-09-25 21:19:00 +02:00
Christoph Oelckers
16ad25b382 disable 'unfriendly' option like blocking automap or savegames via #ifdef.
Leave them in the code for modified engines but in the context of Doom using them has to be considered extremely unfriendly to the player so they should not be available physically.
2023-09-25 21:19:00 +02:00
nashmuhandes
0dbf988d35 Allow ZScript to control saving and the automap 2023-09-25 21:19:00 +02:00
nashmuhandes
1bae44c39b Stop rotating the models if the game is actually paused. 2023-09-25 21:19:00 +02:00
nashmuhandes
447f825831 Allow gl_texture to affect models. Aids in debugging lightmap contribution on models. 2023-09-25 21:18:59 +02:00
nashmuhandes
da1b0530b9 Add hitbox debug rendering (r_showhitbox) 2023-09-25 21:18:59 +02:00
Magnus Norddahl
e1b333432d Cache the result of traces so that it only needs to be done for visible moving actors 2023-09-25 21:18:59 +02:00
Magnus Norddahl
d97f9f3055 Fix sunlight not working on models 2023-09-25 21:18:59 +02:00
Magnus Norddahl
c23a109105 Improve shader performance significantly by only including raytracing or shadowmaps in the shader if enabled 2023-09-25 21:18:59 +02:00
Magnus Norddahl
583f194622 Fix coronas 2023-09-25 21:18:59 +02:00
Magnus Norddahl
162ebe0f18 Avoid stepping further into VkShaderManager::Get unless the shader has not been compiled 2023-09-25 21:18:58 +02:00
Magnus Norddahl
f11318ff99 Fix misc shader related issues 2023-09-25 21:18:58 +02:00
Magnus Norddahl
3b93dd3d7e Improve VkShaderProgram to handle more program types
Fix memory alignment issues with the shader/pipeline keys
2023-09-25 21:18:58 +02:00
Magnus Norddahl
e5848ead7a Add sunlight trace 2023-09-25 21:18:58 +02:00
Magnus Norddahl
2bcab0e34d Add some of the sunlight trace code 2023-09-25 21:18:58 +02:00
Magnus Norddahl
1b81e40842 Add AABB tree collision structure to the doom level mesh for threadsafe trace calls for the sprite light 2023-09-25 21:18:58 +02:00
Magnus Norddahl
34a1ecdee1 Remove light probes completely and make decals use the lightmap 2023-09-25 21:18:58 +02:00
Magnus Norddahl
b81a51dabe Add missing reset of LightIndex after use 2023-09-25 21:18:57 +02:00
Magnus Norddahl
4701ce96d8 Switch actors from using light probes to performing trace visibility tests 2023-09-25 21:18:57 +02:00
dpjudas
ff6d412237 Add VkShaderKey and start preparing VkShaderManager to be able to handle a lot more shader permutations 2023-09-25 21:18:57 +02:00
Magnus Norddahl
e34ee1e462 Fix shader build errors and remove support for old deprecated shader types 2023-09-25 21:18:57 +02:00
Magnus Norddahl
a267cf737e Add support for using #include in glsl files and improve glsl compile errors 2023-09-25 21:18:57 +02:00
Magnus Norddahl
8682361194 Move static layout code back to wadsrc 2023-09-25 21:18:57 +02:00
nashmuhandes
611da0d65d Change more default settings
- Show item counter on automap
- Enable textured automap
- HUD border scaling factor to better match default status bar scaling
- Enable subtitles
- Set render quality to "quality" to fix level mesh seams (gl_seamless)
- Enable the first crosshair, and set its scale slightly smaller
- Grow crosshair when picking up items
- Show nametags when switching items and weapons
- Always run enabled
- Disable save/load confirmation dialog
- Enable quicksave rotation
- Enable additively-translucent Doom rocket explosion
- Increase default particles to 10k, and increase the slider to 65k (engine limit)
- Disable night vision effect

The following changes from the original commit were not taken:
- Enable thicker automap lines and anti-aliased lines for better visibility with high res displays
- Enable mouse in menus by default (instead of touchscreen-like)
- Don't show ENDDOOM when quitting the app
- Set autoaim slider to 0
- Set sprite clipping to "Always" as this looks better than having sprites sink into the geometry
- Set particle style to round as it matches the pixelated aesthetics better
2023-09-25 21:18:57 +02:00
Magnus Norddahl
7791201d08 Remove old vk_raytrace cvar 2023-09-25 21:18:56 +02:00
Magnus Norddahl
524bec6979 Re-enable corona support
# Conflicts:
#	wadsrc/static/language.0
#	wadsrc/static/language.csv
2023-09-25 21:18:56 +02:00
Magnus Norddahl
581f6e428e Fix some compile errors caused by cherry-picking an old commit 2023-09-25 21:18:56 +02:00
Magnus Norddahl
35df964d61 Update ZVulkan, rename vk_raytrace to gl_light_raytrace and support turning it on and off without a restart 2023-09-25 21:18:56 +02:00
Magnus Norddahl
2be0494413 Change various defaults 2023-09-25 21:18:56 +02:00
Magnus Norddahl
6732b56fc9 Remove OpenGL and OpenGL ES backends 2023-09-25 21:18:56 +02:00
Magnus Norddahl
1ac428a932 Pulled in some changes from "Rename the project" 2023-09-25 21:18:55 +02:00
Professor Hastig
d07de089c0 fix DSDHacked state creation.
Several problems here:

* the crucial call did not override 'mustexist'.
* once created an extended stare would not be looked at anymore.
* extended states received no usage flags.
2023-09-25 16:10:45 +02:00
Professor Hastig
9d737afa9c fixed actor class creation for DSDHacked
* the did not get defaults assigned.
* the RETARGETAFTERSLAM flag must also be set for newly created classes here
2023-09-25 16:10:45 +02:00
Christoph Oelckers
cd5cf6b7fe - damn this slipped through. :( 2023-09-24 23:17:30 +02:00
Christoph Oelckers
38e7ad8e6d - this is 4.11 2023-09-24 23:03:58 +02:00
Christoph Oelckers
7491361863 - do some cleansing of the GPU string and add CPU name when only getting an anonymous series name.
The cleansing is mainly for AMD's Linux drivers which report too much extraneous info here.
The CPU name helps when classifying anonymous iGPU series.
2023-09-24 22:20:50 +02:00
Christoph Oelckers
955b8bae1a Revert "Add more information in saved game comments"
This reverts commit 56c2bd018d.

Considering the follow-up I think it's best to scrap this.
2023-09-21 19:26:56 +02:00
Rachael Alexanderson
00e0a9fd76 - address GCC error in d_anonstats.cpp 2023-09-20 23:58:30 -04:00
Hugo Locurcio
ffcfec66b3 Store kills/items/secrets in save comment only if visible on HUD
This prevents spoiling levels when the HUD information is disabled.

This change is not retroactive: it has no effect on existing savegames.
You need to save again for this change to have an effect.
2023-09-20 23:51:58 -04:00
Christoph Oelckers
5870ec2e7a - fix missing prototype in Linux 2023-09-20 23:58:01 +02:00
Christoph Oelckers
7f9df12431 - Survey: return more meaningful info for current OS and Vulkan version. 2023-09-20 20:03:07 +02:00
Christoph Oelckers
b3cb2fafc7 stats 2023-09-20 19:49:54 +02:00
Cacodemon345
ba9ce0e83f Switch to miniz from zlib 2023-09-17 23:52:51 +02:00
Rachael Alexanderson
9b3409b28d - update stats script 2023-09-17 06:13:21 -04:00
Rachael Alexanderson
25e9561279 - change anonstats cvars in order to allow easier updates to them in the future 2023-09-17 04:46:06 -04:00
Christoph Oelckers
084301f4d6 - refined light mode selection.
This is to ensure that if the map specifies light mode Doom (i.e. hardware approximation of software lighting) it is not overridden by the user-selected software emulating light mode.
gl_lightmode should only apply if neither the map nor gl_maplightmode set an explicit light mode.
2023-09-17 08:40:36 +02:00
Christoph Oelckers
5f11fd051b - fixed the overlapping sector handler in hw_fakeflat.cpp.
this picked the wrong plane as the proper texture cutoff.
2023-09-16 22:17:09 +02:00
Christoph Oelckers
f7c379b720 - fixed: The UDMF loader did not adjust the floor/ceiling overlap state after processing UDMF sector plane properties. 2023-09-16 21:55:35 +02:00
Christoph Oelckers
d596e5a8fa - fixed: EV_DoDonut checked the wrong compatibility variable.
This missed all map specified flags.
2023-09-16 21:35:01 +02:00
Christoph Oelckers
e86de4463f fixed CheckswitchRange logic for multiple switches on a line. 2023-09-16 21:06:10 +02:00
Christoph Oelckers
f55e388d3f - add description to gl_lightmode 2023-09-16 12:09:57 +02:00
Christoph Oelckers
7fbd99ca0f - fixed flags for gl_lightmode.
With how this is being handled now, the CVAR needs to have the CVAR_GLOBALCONFIG flag and CVAR_NOINITCALL unset or it simply won't work right.
Since its meaning has completely changed now (i.e. it's mainly a performance switch to a less demanding implementation instead of being able to select vastly different lighting methods) making it global is more sensible.
2023-09-16 12:06:42 +02:00
Christoph Oelckers
23ffaaecb0 - changed last commit to not translate the text written to the savegame info.
This would be a bit problematic if it was transferred to other systems if the source language cannot be understood.
2023-09-16 11:45:00 +02:00
Hugo Locurcio
56c2bd018d Add more information in saved game comments
Save games now store kills/items/secrets and player health/armor
in the comment string, which is displayed in the save/load game menu.

This change is not retroactive: old savegames will not display
this information until they are overwritten.
2023-09-16 11:42:29 +02:00
John Stebbins
bd4f4f739a Fix gameinfo load from same directory as file containing gameinfo lump
Fixes scenario 2 in https://github.com/ZDoom/gzdoom/issues/2011#issuecomment-1440997829
2023-09-16 10:53:53 +02:00
Christoph Oelckers
ea51c92fda - validate partner seg index in LoadGLZSegs before using it
KDiZD Z1M10 has something bogus in there, this case will now trigger a node rebuild.
2023-09-16 09:48:43 +02:00
Christoph Oelckers
71cc93f42c - fixed: ZScript's lump reader may not truncate strings at 0 bytes, like all other callers of GetStringFromLump need. 2023-09-16 07:44:58 +02:00
Magnus Norddahl
45a2cbe081 Update zvulkan to latest version 2023-09-16 00:32:15 -04:00
Christoph Oelckers
ef79ec193f - let P_CheckSwitchRange always check all 3 tiers.
To account for cases that a switch is unreachable but another tier got a reachable one.
2023-09-15 22:33:03 +02:00
Christoph Oelckers
b082c50502 - fixed doublebind check with automap.
When no doublebinds get passed to C_DoKey it may not set the doubleclick flag.
For the automap C_DoKey gets called twice, once with the automap bindings and once with the regular bindings and doubleclicks.
2023-09-15 22:00:05 +02:00
Christoph Oelckers
7f7edc4f72 - clear the Dehacked string table after passing it to GStrings.
For some reason std::move does not work here so make sure it won't stick around.
2023-09-15 21:46:53 +02:00
Christoph Oelckers
d001c3464d - removed another bad assert from codegen.cpp 2023-09-15 20:51:05 +02:00
Christoph Oelckers
cd31c74ecc - stop all cutscenes before the ENDOOM screen. 2023-09-15 20:48:39 +02:00
Professor Hastig
85ba35a1f1 - fix Strife-style startup asset check.
The STARTUP0 check is not only redundant but also was wrong. It already gets checked and validated in the asset loading loop, and this up-front check did not handle placement as a graphic.
2023-09-15 19:44:12 +02:00
Christoph Oelckers
eb93c764ee - restrict msglevel filtering only to the notify display, not the console, log and debug output. 2023-09-15 00:40:41 +02:00
Christoph Oelckers
096b9cdc4f - fixed. Boom's generalized crushers must stop 8 units above the floor
This required changing the special, so a new one was added to avoid altering Generic_Crusher.
2023-09-15 00:35:20 +02:00
Sally Coolatta
15521e5181 Fix a very rare crash with complex Polyobjects
If all of the worst stars align when compiling Polyobject BSP and splitting a seg into two sets:
- The very first seg in the current set fails all of the metrics for determining which side of a split it is on, and doesn't know which side it should go to. Since there are 0 are in front, it goes to front by default.
- Every other seg in the same set don't fail their metrics, and they all decide they are meant to go to the front side.
- Oops! Now there's nothing in the back side!
I've fixed this by collecting all of the undecided segs in a split, and setting the new side after the other segs. Doing it in the normal loop means there's a non-zero chance the crash prevention will fail depending on how the segs are in memory.

This can technically happen with even the most simplistic Polyobjects, but it becomes more common the more complex it is (add tons of lines, move and rotate it at the same time, so on). Quite an annoying crash since it doesn't always replicate consistently.
2023-09-15 00:13:22 +02:00
Gutawer
23b489960e - put DTA_Localize at the end of the enum for backwards compat with integer usage 2023-09-14 23:24:42 +02:00
Gutawer
44d134298a - add support for not localizing some text functions, and modify menu text fields to use this 2023-09-14 23:24:42 +02:00
Christoph Oelckers
04815f9db4 - let Dehacked set the implicit missile flags. 2023-09-14 23:08:59 +02:00
Christoph Oelckers
4fd5f00c4b - made all FileReader implementations 64 bit capable. 2023-09-14 21:45:38 +02:00
Christoph Oelckers
139d1a7eb6 - use wrapping fixed point conversion for SW rendering coordinates. 2023-09-14 20:34:28 +02:00
Christoph Oelckers
6847a9a5c1 - added a nomirrors compatibility handler and applied it to Conf256's CONF55 map.
This is for disabling broken plane reflection setups.
2023-09-14 20:21:35 +02:00
Nikolay Ambartsumov
4ad76f549e When compat_floormove is enabled prevent sector floor from lowering if a thing is stuck in the ceiling (vanilla behavior) 2023-09-14 20:06:51 +02:00
Christoph Oelckers
30c2524742 - validate text data before drawing the console. 2023-09-14 16:45:06 +02:00
Christoph Oelckers
ffa7891719 - remove pointless assert. 2023-09-14 16:39:21 +02:00
Professor Hastig
a5e1f3bcad - fixed M_GetSavegamesPath for Linux. 2023-09-14 16:31:48 +02:00
Ricardo Luís Vaz Silva
0e70e95fa4 Add Inventory::ModifyBob and Inventory::ModifyBob3D 2023-09-14 16:28:38 +02:00
Ricardo Luís Vaz Silva
e61ab4cbe2 Expose OF_Transient to actors as bNoSaveGame 2023-09-14 16:28:23 +02:00
Ricardo Luís Vaz Silva
9f24d8babc Move StartGameDirect from PlayerMenu to Menu 2023-09-14 16:28:08 +02:00
Ricardo Luís Vaz Silva
133fbf1390 Disallow starting a new game during a netgame 2023-09-14 16:28:08 +02:00
Ricardo Luís Vaz Silva
736d38e8c3 add StartGameDirect function 2023-09-14 16:28:08 +02:00
Professor Hastig
fbf7d1025a - fixed bad clamp in software renderer
This one can have its upper bound below its lower bound which triggers the validation within std::clamp.

Fixes #2125
2023-09-14 05:11:02 -04:00
Christoph Oelckers
52ec2b2a5b - listsounds CCMD 2023-09-13 21:10:08 +02:00
Christoph Oelckers
0980b53881 - fixed: MBF21's BOSS flag implies NORADIUSDMG. 2023-09-13 20:48:57 +02:00
Christoph Oelckers
2fe0a7c60d - fixed sound issues with DSDHacked.
* forward declarations must be allowed.
* this must disable map-local SNDINFOs because the added sounds would get lost otherwise.
2023-09-13 18:44:14 +02:00
Christoph Oelckers
f72da434a8 - fixed: For Dehacked, A_CPosAttack needs to use a hard coded attack sound.
This discrepancy is ancient, so the approach used for the shotgunner does not work here and some hacks are needed to remap the function only for Dehacked.
2023-09-13 17:50:47 +02:00
Professor Hastig
8b31e0d3b6 - fix bad stringpool setup in filesystem.
Doing it in the constructor does not work because InitMultipleFiles will clear everything again before building up the directory so it would always be null.
This triggered another bug in file_directory.cpp which used the constructor's unvalidated parameter.
2023-09-13 16:42:22 +02:00
Christoph Oelckers
b75a8ed8ff - removed pointless heap allocation that never was freed. 2023-09-11 23:22:24 +02:00
Christoph Oelckers
99f17f2dce - fixed several issues with parsing DSDhacked 2023-09-11 23:22:24 +02:00
Christoph Oelckers
7f61266621 - fixed memory leaks in file system management 2023-09-11 23:22:24 +02:00
Christoph Oelckers
bdd02d9b2c - implemented the remaining dynamic structures of dsdhacked 2023-09-11 23:22:24 +02:00
Christoph Oelckers
24d57b58c5 - dsdhacked: Allow dynamic creation of new actors 2023-09-11 23:22:24 +02:00
Christoph Oelckers
b44741b8aa - dsdehacked: allow dynamic creation of new states. 2023-09-11 23:22:23 +02:00
nashmuhandes
99983b37ca Update ZDRay UDMF specs and remove deleted features. 2023-09-11 20:09:16 +02:00
Ricardo Luís Vaz Silva
0243efd851 Fix pointer math in FileSystem to stop debug assertions in std::vector 2023-09-11 04:41:00 -04:00
Christoph Oelckers
a44f7a72ca - fixed voxel loader 2023-09-10 21:31:53 +02:00
Christoph Oelckers
f6c3ce6b15 - fixed several line ID functions accessing the sector tag array. 2023-09-10 11:45:23 +02:00
Ricardo Luís Vaz Silva
bf0e74447d add float.equal_epsilon and double.equal_epsilon 2023-09-07 10:19:10 -04:00
Christoph Oelckers
de770faeb1 - disabled nosectionmerge because it doesn't work right. 2023-09-06 21:47:20 +02:00
Christoph Oelckers
e7a79b0d44 - string conversion fixes 2023-09-06 00:19:36 +02:00
Christoph Oelckers
17ab6e851a - make sure that FileWriter::Printf never writes null characters. 2023-09-03 23:48:42 +02:00
Christoph Oelckers
ef8fd472a8 - fixed bad virtual override in FSheetTexture. 2023-09-03 19:52:53 +02:00
Christoph Oelckers
4baabf98c4 - use stb-image for JPEG decoding.
the statically provided library did not provide any advantage over it whatsoever and even libjpeg-turbo's better performance cannot really play out here so ease of use and getting rid of a dependency wins.
2023-09-03 08:34:58 +02:00
Ricardo Luís Vaz Silva
d0a955fef0 Allow disabling colors for NameAllKeys 2023-09-01 18:25:22 +02:00
inkoalawetrust
520b6af947 Added some null pointer checks to prevent crashes. 2023-08-31 19:51:06 +02:00
Christoph Oelckers
ccd39d6df7 - code cleanup 2023-08-25 20:07:48 +02:00
Christoph Oelckers
afecb1ca0f - avoid high stack usage in anmtexture.cpp
MSVC warned about this one.
2023-08-25 20:07:48 +02:00
alexey.lysiuk
af3afca658 - fixed game sources variable in CMake
CMake Error at src/CMakeLists.txt:1233 (add_executable): No SOURCES given to target: zdoom
2023-08-24 13:35:10 +03:00
Christoph Oelckers
e0b3bdaadc - fixed directory loader. 2023-08-23 22:09:58 +02:00
Christoph Oelckers
c6e2e0add2 - fix compilation 2023-08-23 18:26:42 +02:00
Cacodemon345
7c90ea6b84 - Convert the entire image backend infrastructure to be animation-friendly 2023-08-23 18:18:45 +02:00