raze-gles/source/build/include
Mitchell Richters 1e8fe482f3 - Duke: Partially address excessively fast sky in E4L1 as reported in #217.
* Before d545eb7aa9, `moveclouds()` simply set `ceilingxpanning`/`ceilingypanning`. Afterwards, it was accumulating with every passing loop.
* Despite fixing this, still seems a bit fast.
2020-12-06 23:51:20 +11:00
..
build.h - build a composite texture of all the segments for sky rendering to reduce the seams between the single segments. 2020-12-04 22:29:25 +01:00
buildtypes.h - Duke: Partially address excessively fast sky in E4L1 as reported in #217. 2020-12-06 23:51:20 +11:00
clip.h - removed clipshape feature as it is a feature of modern EDuke32 maps only. 2020-07-14 15:36:25 +02:00
compat.h - Blood: Savegame fully transitioned to JSON 2020-11-23 09:53:58 +01:00
cstat.h - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00
mdsprite.h - use high level textures to render voxels. 2020-05-30 00:30:56 +02:00
mmulti.h - removed some dead variables. 2020-01-01 13:11:44 +01:00
polymost.h - re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine. 2020-12-01 23:57:39 +01:00
pragmas.h - replaced swapptr with std::swap. 2020-09-11 19:28:19 +02:00
prlights.h The great repository rearrangement of 2017. 2017-02-01 10:01:11 +00:00
scriptfile.h - fixed some crashes in the .def parser and texture initialization code. 2020-09-25 20:51:02 +02:00