raze-gles/source/build/include
Christoph Oelckers af54cf3a3c - made SW's sector portals operational.
Unlike the other games these are so poorly defined that the engine has to rely on the original fudging to pick the proper portal to link to. As a result they are just as limited as they always were.
In addition all the portal search code had to be reinstated.
2021-03-25 16:45:40 +01:00
..
build.h - moved shadeToLight out of build.h. 2021-03-25 09:13:59 +01:00
buildtypes.h - made SW's sector portals operational. 2021-03-25 16:45:40 +01:00
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 - replaced 'static FORCE_INLINE' globally with 'inline'. 2021-03-24 21:43:36 +01:00
cstat.h - replaced the engine automap drawer with one leveraging the newly added sector geometry data. 2021-03-20 16:20:48 +01:00
mdsprite.h - some further lightening of compat.h. 2021-03-24 21:13:36 +01:00
mmulti.h - removed some dead variables. 2020-01-01 13:11:44 +01:00
polymost.h - removed all remains of projection math weirdness from the automap code in the games plus a bit more cleanup of the engine code. 2021-03-24 20:28:58 +01:00
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