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bots
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- fixed compilation of optimized GCC and Clang targets
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2020-04-12 11:03:25 +03:00 |
fragglescript
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- 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.
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2020-04-19 10:57:46 +02:00 |
mapthinkers
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- 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.
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2020-04-19 10:57:46 +02:00 |
a_action.cpp
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a_decals.cpp
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- 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.
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2020-04-19 10:57:46 +02:00 |
a_dynlight.cpp
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- removed the implicit conversion operators from FName.
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2020-04-11 14:00:13 +02:00 |
a_dynlight.h
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- moved a few leftover utility classes to 'common'.
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2020-04-29 17:51:04 +02:00 |
a_flashfader.cpp
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- split the TObjPtr serializers into a separate file to avoid polluting everything that needs to use the serializer.
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2020-04-11 20:20:53 +02:00 |
a_morph.cpp
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a_morph.h
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a_pickups.cpp
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a_pickups.h
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a_sharedglobal.h
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Colorize opaque decals using the bleeding actor's blood color, if the 'Shaded' keyword is omitted from the DECALDEF.
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2020-03-23 12:50:17 +01:00 |
a_specialspot.cpp
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- split the serializer in two to keep the Doom specific parts out of the main file.
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2020-04-11 20:20:53 +02:00 |
a_specialspot.h
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actionspecials.h
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- moved more files out of the root src directory.
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2019-07-14 14:39:21 +02:00 |
actor.h
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- moved around some pieces of code to make sharing with Raze easier.
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2020-04-11 20:20:52 +02:00 |
actorinlines.h
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actorptrselect.cpp
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actorptrselect.h
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d_player.h
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- moved around some pieces of code to make sharing with Raze easier.
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2020-04-11 20:20:52 +02:00 |
dthinker.cpp
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- split the serializer in two to keep the Doom specific parts out of the main file.
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2020-04-11 20:20:53 +02:00 |
dthinker.h
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- split the serializer in two to keep the Doom specific parts out of the main file.
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2020-04-11 20:20:53 +02:00 |
p_3dfloors.cpp
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- 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.
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2020-04-19 13:40:21 +02:00 |
p_3dfloors.h
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- 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.
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2020-04-19 13:40:21 +02:00 |
p_3dmidtex.cpp
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- 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.
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2020-04-19 10:57:46 +02:00 |
p_3dmidtex.h
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p_acs.cpp
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- 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.
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2020-04-19 10:57:46 +02:00 |
p_acs.h
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- moved more code to 'common'.
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2020-04-11 14:00:12 +02:00 |
p_actionfunctions.cpp
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- removed the implicit conversion operators from FName.
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2020-04-11 14:00:13 +02:00 |
p_checkposition.h
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p_destructible.cpp
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p_destructible.h
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p_effect.cpp
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Begin TICRATE conversion.
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2020-04-12 22:43:33 +02:00 |
p_effect.h
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Begin TICRATE conversion.
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2020-04-12 22:43:33 +02:00 |
p_enemy.cpp
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- started cleanup of model code.
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2020-04-27 00:03:23 +02:00 |
p_enemy.h
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- moved around some pieces of code to make sharing with Raze easier.
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2020-04-11 20:20:52 +02:00 |
p_interaction.cpp
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- reduce backend's dependency on game state by using callbacks.
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2020-04-11 20:19:53 +02:00 |
p_linetracedata.h
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p_linkedsectors.cpp
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p_lnspec.cpp
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- let TeleportSpecial universally map to Teleport when checking action special names.
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2020-04-19 18:00:27 +02:00 |
p_lnspec.h
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p_local.h
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- give P_ExplodeMissile a damage type when being called from P_DamageMobj
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2019-09-09 15:41:09 +02:00 |
p_map.cpp
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- started cleanup of model code.
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2020-04-27 00:03:23 +02:00 |
p_maputl.cpp
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- started cleanup of model code.
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2020-04-27 00:03:23 +02:00 |
p_maputl.h
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- started cleanup of model code.
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2020-04-27 00:03:23 +02:00 |
p_mobj.cpp
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Added MTF_NOCOUNT to spawn flags
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2020-04-27 20:30:37 +02:00 |
p_pspr.cpp
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- split the serializer in two to keep the Doom specific parts out of the main file.
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2020-04-11 20:20:53 +02:00 |
p_pspr.h
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- moved the remaining core parts of the GL renderer to 'common'.
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2020-04-29 17:19:17 +02:00 |
p_secnodes.cpp
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- started cleanup of model code.
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2020-04-27 00:03:23 +02:00 |
p_sectors.cpp
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- reworking some lower level texture code.
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2020-04-19 10:57:46 +02:00 |
p_sight.cpp
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- let a sight check that gets lost return failure.
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2019-12-28 16:33:20 +01:00 |
p_spec.cpp
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- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
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2019-12-16 23:52:39 +01:00 |
p_spec.h
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p_switch.cpp
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- split the serializer in two to keep the Doom specific parts out of the main file.
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2020-04-11 20:20:53 +02:00 |
p_tags.cpp
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p_tags.h
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p_teleport.cpp
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p_things.cpp
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- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
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2019-12-16 23:52:39 +01:00 |
p_trace.cpp
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Squashed commit of the following:
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2019-09-11 08:19:19 +03:00 |
p_trace.h
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- moved texture code to 'common'.
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2020-04-11 20:20:38 +02:00 |
p_user.cpp
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- moved the frame rate drawer out of DFrameBuffer.
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2020-04-27 23:53:26 +02:00 |
po_man.cpp
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- started cleanup of model code.
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2020-04-27 00:03:23 +02:00 |
po_man.h
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portal.cpp
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- started cleanup of model code.
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2020-04-27 00:03:23 +02:00 |
portal.h
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- started cleanup of model code.
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2020-04-27 00:03:23 +02:00 |
statnums.h
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