raze-gles/source
Christoph Oelckers 923833ccec - animated menus without frame rate cap
The frame rate cap is only deactivated if there's actual animations running so that leaving the game in the menu won't make the engine run at high frame rates.
Fixes #288.
2020-08-31 19:56:13 +02:00
..
blood - added a global leveltimer variable to Duke. 2020-08-31 00:33:41 +02:00
build Merge branch 'Packet' into back_to_basics2 2020-08-31 00:09:56 +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 - animated menus without frame rate cap 2020-08-31 19:56:13 +02:00
exhumed - fixed some warnings 2020-08-31 19:28:05 +02:00
games/duke - refactored third person view to only access the clock in its worker function 2020-08-31 19:27:22 +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 - gameclock abstraction 2020-08-31 00:16:43 +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
zzautozend.cpp - added the softpoly and Vulkan backend code fron GZDoom. 2020-05-31 10:53:11 +02:00