raze-gles/source
Christoph Oelckers 2c50554c6f - Hmmm... Clang...
2020-03-05 01:01:05 +01:00
..
blood - consolidation of screentext code 2020-03-05 00:58:38 +01:00
build - consolidation of screentext code 2020-03-05 00:58:38 +01:00
common - started consolidation of EDuke/RedNukem code by moving the identical parts of actor.h to a shared namespace. 2020-03-05 01:01:05 +01:00
duke3d - started consolidation of EDuke/RedNukem code by moving the identical parts of actor.h to a shared namespace. 2020-03-05 01:01:05 +01:00
dukerr - Hmmm... Clang... 2020-03-05 01:01:05 +01:00
exhumed - removed buggy diagnostics print. 2020-03-05 01:01:04 +01:00
glbackend - fixed: special 2D palettes do not have brightmaps so any such texture must be completely excluded from being checked. 2020-02-26 18:10:06 +01:00
libsmackerdec - fixed Blood cutscene playback. 2019-12-30 21:36:08 +01:00
platform - Replicate commit from: 5ee864ab5b 2020-02-21 07:55:11 -05:00
rr - started consolidation of EDuke/RedNukem code by moving the identical parts of actor.h to a shared namespace. 2020-03-05 01:01:05 +01:00
sw - that was stupid. 2020-03-01 18:40:49 +01:00
thirdparty - transitioned all JSON-based savegame code to FSerializer and removed sjson. 2020-02-23 14:03:03 +01:00
CMakeLists.txt - started consolidation of EDuke/RedNukem code by moving the identical parts of actor.h to a shared namespace. 2020-03-05 01:01:05 +01:00
g_pch.h - cleaned up the remaining dependencies on windows.h 2020-02-03 21:30:57 +01:00
gitinfo.cpp - rewrote the screenshot code to use m_png as its backend. 2019-11-02 12:59:59 +01:00