raze-gles/source/build/include
Christoph Oelckers 817fa8aba3 - save the entire engine state as JSON.
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
2020-10-13 20:18:08 +02:00
..
build.h - save the entire engine state as JSON. 2020-10-13 20:18:08 +02:00
buildtypes.h - save sectors and walls as JSON 2020-10-11 18:10:52 +02:00
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 - save the entire engine state as JSON. 2020-10-13 20:18:08 +02:00
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 - Exhumed: Standardise horizon on 100 and remove backend extern'd polymostcenterhoriz variable. 2020-09-21 18:41:56 +10:00
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