raze-gles/source
Christoph Oelckers 765f211e05 - things are mostly working again.
Rendering produces an image again, input gets properly processed, but unsynchronised mouse input isn't properly applied yet.
2020-08-30 19:59:46 +02:00
..
blood - the engine starts on the new main loop and is capable of running the intros and the menu, but not the game yet. 2020-08-30 12:49:21 +02:00
build - more work to switch over to the new loop. 2020-08-30 10:42:44 +02:00
common - this should be all we need from GZDoom to hook up the main loop. 2020-08-30 09:32:34 +02:00
core - things are mostly working again. 2020-08-30 19:59:46 +02:00
exhumed - the engine starts on the new main loop and is capable of running the intros and the menu, but not the game yet. 2020-08-30 12:49:21 +02:00
games/duke - things are mostly working again. 2020-08-30 19:59:46 +02:00
glbackend - things are mostly working again. 2020-08-30 19:59:46 +02:00
libsmackerdec - fixed the cheat handler. 2020-07-25 17:25:21 +02:00
platform - Raze is not GZDoom. Changed to something more generic. (Will do the same update to GZDoom) 2020-06-16 08:01:37 -04:00
sw - the engine starts on the new main loop and is capable of running the intros and the menu, but not the game yet. 2020-08-30 12:49:21 +02:00
thirdparty - removed most of the network code in Blood. 2020-08-03 20:06:27 +02:00
__autostart.cpp - added the softpoly and Vulkan backend code fron GZDoom. 2020-05-31 10:53:11 +02:00
CMakeLists.txt - continued work on main loop - added a few new entry points to the game interface. 2020-08-30 00:55:49 +02:00
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
zzautozend.cpp - added the softpoly and Vulkan backend code fron GZDoom. 2020-05-31 10:53:11 +02:00