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NY00123 2b1e32bf3d SW: Add the currently-unused interpso.* files, enabling interpolation
of sector objects as whole groups of points and sprite angles.

The following goals are intended to be achieved with this code:
- Make it easy to let the user toggle sector object interpolation.
- Interpolate the angles of sprites carried by sector objects.
- Use the right amount of samples for interpolating a sector object,
depending on the players' locations, as done in the checks within
DoSector. Unfortunately, modifying DoSector itself to
unconditionally call MoveSectorObjects(sop, synctics) technically
changes the way sectors move (in the logical sense), and was
found out to make a specifically constructed user map unbeatable.
- Make it easy to disable interpolation of a whole sector object in
case of a need. This is especially important if such an object
is controlled by a player in multiplayer, mostly since this
isn't compatible with the way player prediction is working.
2020-05-21 18:47:37 +02:00
.github/workflows - do not stop continuous integration builds after the first error 2020-05-05 09:53:56 +03:00
bin/windows/zmusic - sound backend update. 2020-02-09 13:26:51 +01:00
build-doc - moved documentation out of the Source folder and added surface shader sources. 2019-10-05 13:17:26 +02:00
cmake - sound backend update. 2020-02-09 13:26:51 +01:00
libraries - sound backend update. 2020-02-09 13:26:51 +01:00
package/common Update gamecontrollerdb.txt 2019-12-08 07:53:13 +01:00
platform/Windows - deleted unused application bundle files 2020-01-26 16:36:52 +02:00
soundfont - added default soundfont 2020-02-07 22:36:37 +02:00
source SW: Add the currently-unused interpso.* files, enabling interpolation 2020-05-21 18:47:37 +02:00
tools - use GZDoom's CMake based updaterevision tool. 2020-04-12 08:30:41 +02:00
wadsrc - fix keybind for 'TurnAround' (Turn_Around > TurnAround) in line with recent changes. 2020-04-13 23:59:46 +02:00
.gitattributes - transitioned project to CMake and deleted most of the old build system. 2019-09-22 23:15:46 +02:00
.gitignore - console code matching with GZDoom 2020-04-12 08:30:41 +02:00
AUTHORS.md Authors update. 2020-01-03 07:52:55 +01:00
CMakeLists.txt - made ZMusic library required for non-MSVC targets 2020-02-09 16:48:07 +02:00
README.md Update README.md 2020-02-04 13:24:33 +01:00

Welcome to Raze!

Build Status

Raze is a fork of EDuke32 backed by GZDoom tech and combines EDuke32, PCExhumed, NBlood, and RedNukem in a single package.

Copyright (c) 1998-2020 ZDoom + GZDoom teams, and contributors

Doom Source (c) 1997 id Software, Raven Software, and contributors

EDuke32 Source (c) 2005-2020 EDuke32 teams, and contributors

NBlood source (c) 2019 Nuke.YKT

PCExhumed source (c) 2019 sirlemonhead, Nuke.YKT

Duke Nukem 3D Source (c) 1996-2003 3D Realms

Shadow Warrior Source (c) 1997-2005 3D Realms

"Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman Ken Silverman's official web site: http://www.advsys.net/ken See the included license file "BUILDLIC.TXT" for license info.

Please see license files for individual contributor licenses

Special thanks to Coraline of the 3DGE team for allowing us to use her README.md as a template for this one.

Non-Build code is licensed under the GPL v2

https://www.gnu.org/licenses/old-licenses/gpl-2.0.html

How to build Raze

To build Raze, please see the wiki and see the "Programmer's Corner" on the bottom-right corner of the page to build for your platform - use this repository instead of GZDoom's.