Christoph Oelckers
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bad2c2e55f
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- backend update from GZDoom
* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
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2021-08-14 10:04:45 +02:00 |
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Christoph Oelckers
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b2f7eb5b4f
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- fixed: Raze did not have gl_lights yet, but recent additions need this CVAR.
Put it in v_video.cpp so that it is in a common backend file.
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2021-08-11 12:02:56 +02:00 |
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Christoph Oelckers
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c82d9d2908
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- backend update from GZDoom.
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2020-10-24 17:30:47 +02:00 |
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Christoph Oelckers
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f8caf88089
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- backend update.
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2020-10-03 17:04:45 +02:00 |
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Christoph Oelckers
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af5e3dd1b8
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- render backend update from GZDoom, mostly minor stuff.
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2020-09-27 16:12:51 +02:00 |
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Christoph Oelckers
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76311cfcc9
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- set proper minimal FPS rate for all games.
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2020-06-20 10:46:51 +02:00 |
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Christoph Oelckers
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d4cdb31464
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- backend update to make the ZScript compiler work.
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2020-06-14 18:58:30 +02:00 |
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Christoph Oelckers
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65ddb6cb59
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- disabled the game side frame limiter.
The backend has its own one, and unlike the one on the game side, it actually suspends execution when waiting.
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2020-06-12 21:08:47 +02:00 |
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Christoph Oelckers
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c26b6cdf59
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- backend sync with GZDoom.
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2020-05-31 21:25:52 +02:00 |
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Christoph Oelckers
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efa1cd3048
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- moved video files to 'common'.
# Conflicts:
# source/blood/src/screen.cpp
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2020-05-31 09:19:16 +02:00 |
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Christoph Oelckers
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e2f5e8fe34
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- renamed 'common' to 'core'.
We'll need 'common' for something else.
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2020-04-12 08:30:36 +02:00 |
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Christoph Oelckers
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fb985d2503
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- more macOS compilation fixes
Still not complete…
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2020-01-07 01:11:19 +01:00 |
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Rachael Alexanderson
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a6bf1c3026
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- oops, didn't mean to change this line (I blindly copied the function over)
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2020-01-02 00:15:19 -05:00 |
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Rachael Alexanderson
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21ba23f36d
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- pull most recent video scale changes from gzdoom
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2020-01-01 23:42:09 -05:00 |
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Christoph Oelckers
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bcb48d8441
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- added handling for changing the screen size (dragging the window borders / change scale factor)
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2020-01-01 09:49:06 +01:00 |
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Christoph Oelckers
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62e9112133
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- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
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2019-12-26 14:04:53 +01:00 |
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Christoph Oelckers
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5bd32cf769
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- fixed: Voxel setup code wasn't called anymore.
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2019-12-25 00:30:13 +01:00 |
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Christoph Oelckers
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141887263d
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- header cleanup
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2019-12-23 21:19:42 +01:00 |
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Christoph Oelckers
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62ecedf1f8
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- got it to the point where it can render to the GL surface from the native backend.
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2019-12-23 19:37:40 +01:00 |
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Christoph Oelckers
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6e9631f2d8
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- fixed all undefined symbols except OpenGLFrameBuffer.
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2019-12-23 10:53:58 +01:00 |
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