Christoph Oelckers
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7a84887fc4
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- transitioned FTexture.
Mostly working. Note: Brightmaps must be per-translation!
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2020-05-24 19:12:22 +02:00 |
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Christoph Oelckers
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83e2a342d2
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- let the fonts use image sources, not textures as their base class for glyphs.
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2020-05-24 16:32:52 +02:00 |
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Christoph Oelckers
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da26d1cec4
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- more trivial adjustments.
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2020-05-24 00:38:10 +02:00 |
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Christoph Oelckers
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50ab68b53b
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- moved filesa to common
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2020-05-23 23:53:38 +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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43033e830a
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- Blood now also starts the first level without leaks.
I had to refactor the LoadSave data to allow automatic takedown, the linked list was not the most convenient thing - an array is better.
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2019-12-24 19:47:34 +01:00 |
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Christoph Oelckers
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dab7c43f7c
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- fixed all compiler errors.
It mostly works again, but still has a few glitches.
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2019-10-18 19:06:57 +02:00 |
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Christoph Oelckers
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bb67a1ba38
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- some reworking of the texture code to make integration of Build tiles easier.
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2019-10-12 08:54:06 +02:00 |
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Christoph Oelckers
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fdbb27a796
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- added back the paletted texture readers.
... after finding out what an inefficient and poorly working method the Build backend uses for downconverting true color textures.
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2019-10-11 19:21:36 +02:00 |
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Christoph Oelckers
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1a5e64329f
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- added stripped down versions of GZDoom's texture classes
We need something more manageable to deal with the textures - and the hightile code in particular needs a better backend to read the images.
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2019-10-05 19:38:25 +02:00 |
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