raze-gles/polymer
helixhorned 8ec15480c0 Besides the performance issues, there's another reason why changing the palette
'frequently' isn't such a good idea.  Assume an actor constantly changes the
palette to some value and you're attacked by a newbeast at the same time. Then
the pain tinting would be reset each time the actor's code is run.  This commit
adds a new flag 16 to setbrightness(), meaning "don't reset the fade tinting".
Its only use right now is from CON's setgamepalette command (and there, always).
The change is done in the engine and thus affects all platforms.

git-svn-id: https://svn.eduke32.com/eduke32@2225 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-28 20:36:01 +00:00
..
eduke32 Besides the performance issues, there's another reason why changing the palette 2011-12-28 20:36:01 +00:00
synthesis.sh fix clobbering of ebacktrace1.dll during synthesis building 2011-10-02 07:47:18 +00:00