raze-gles/source
Christoph Oelckers 77a2bcb958 - SW: make ambients start properly.
This fell victim to some fudging code that was needed to avoid crashes with the original game loop.
All that fudging could easily be removed now because nothing of it is needed anymore.
2020-09-18 00:33:18 +02:00
..
blood - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
build - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
common - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
core - SW: Allow disabling melee weapon blurring. 2020-09-16 19:18:08 +02:00
exhumed - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
games/duke - added widescreen titlepic for Duke Nukem 3D: 2020-09-17 23:20:50 +02:00
glbackend - fixed animation of weapon sprites 2020-09-14 22:16:33 +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 - SW: make ambients start properly. 2020-09-18 00:33:18 +02:00
thirdparty - added missing terminator to Base64 encoder. 2020-09-07 23:32:58 +02:00
__autostart.cpp - added the softpoly and Vulkan backend code fron GZDoom. 2020-05-31 10:53:11 +02:00
CMakeLists.txt - redid scriptfile as a wrapper around FScanner 2020-09-15 00:11:08 +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