raze-gles/source/build/src
2020-01-26 18:17:25 +01:00
..
a-c.cpp One of those stupid optimizations you notice the potential for when scrolling through code looking for something 2019-09-20 14:36:17 +02:00
animvpx.cpp - reworked global palette state for robustness. 2020-01-26 10:58:00 +01:00
clip.cpp Prevent OOB issues in old pushmove 2020-01-26 18:17:25 +01:00
colmatch.cpp Replace color matching up to index 239 with the engine's fullbright mask 2019-12-23 11:37:00 +01:00
common.cpp - cleaned out a tiny bit of the garbage that has accumulated in compat.h. 2020-01-25 10:56:30 +01:00
compat.cpp - cleanup and removal of unused code. 2019-12-29 16:35:51 +01:00
defs.cpp - all source compile now on macOS 2020-01-08 01:00:57 +01:00
engine.cpp - fixed movie palette in Blood. 2020-01-26 12:10:23 +01:00
engine_oldmap.h The great repository rearrangement of 2017. 2017-02-01 10:01:11 +00:00
engine_priv.h - cleaned out a tiny bit of the garbage that has accumulated in compat.h. 2020-01-25 10:56:30 +01:00
glsurface.cpp - collect all 3D geometry in a list so that it can be rendered later. 2020-01-18 22:41:08 +01:00
hash.cpp - fix merge errors. 2019-12-08 08:51:54 +01:00
hightile.cpp - hooked up the high color texture colorization code. 2020-01-11 22:18:06 +01:00
mdsprite.cpp - completely separated view and model matrix. 2020-01-19 16:07:09 +01:00
mhk.cpp Blood: prefix the new maphack tokens with md 2020-01-11 22:24:13 +01:00
palette.cpp - reworked global palette state for robustness. 2020-01-26 10:58:00 +01:00
polymost.cpp - partial fix for the broken sky in E3M2 of Blood. 2020-01-26 13:45:33 +01:00
pragmas.cpp - copybyte is not the same as memcpy. 2019-12-15 21:06:41 +01:00
scriptfile.cpp - cleaned out the remaining wrappers from cache1d.h and use the file system directly instead. 2019-12-07 10:49:23 +01:00
sdlayer.cpp - moved bits of my own code to properly copyrighted files. 2020-01-12 14:54:43 +01:00
tiles.cpp - SW sound WIP 2019-12-17 23:25:07 +01:00
timer.cpp - fixed savegame validation and recursive ticker calls. 2019-11-30 23:33:04 +01:00
voxmodel.cpp - fixed: the current shade was applied twice for voxels - once as a shade and once as a light level. 2020-01-22 21:34:18 +01:00