raze-gles/source/core
Christoph Oelckers de2df926e1 - fixed render timing. 2021-04-05 11:54:28 +02:00
..
console - removed duplicate d_gui.h file. 2021-04-05 08:56:44 +02:00
menu - SW: fixed issue with autoselecting single episode entries with non-empty subtitles. 2021-01-27 23:53:26 +01:00
movie - removed some redundant utility functions. 2020-11-21 18:13:10 +01:00
music
nodebuilder - use ZDoom's node builder for triangulating sectors that fail the simple approach. 2021-04-03 12:44:30 +02:00
rendering - fixed render timing. 2021-04-05 11:54:28 +02:00
textures - fixed tileImportFromTexture. 2021-04-04 21:02:04 +02:00
automap.cpp - implemented RR's geometry effect. 2021-04-02 22:52:46 +02:00
automap.h - Automap: Put in framework to interpolate automap player. 2021-01-02 18:23:01 +11:00
binaryangle.h Merge branch 'master' into newrenderer2 2021-04-01 16:49:07 +11:00
cheathandler.cpp - run most cheats through the network. 2020-09-03 01:32:51 +02:00
cheathandler.h - run most cheats through the network. 2020-09-03 01:32:51 +02:00
cheats.cpp - use stricter checks when trying to levelwarp. 2020-11-29 15:22:54 +01:00
cheats.h - WIP level transition refactored to a game independent event system. 2020-09-04 19:43:35 +02:00
compositesaveame.h
compositesavegame.cpp
ct_chat.cpp - license correction for ct_chat.cpp 2021-04-05 08:59:06 +02:00
d_net.cpp Merge branch 'master' into InputContinuation 2020-10-10 21:39:27 +02:00
d_net.h - cleanup. 2020-09-13 19:27:05 +02:00
d_protocol.cpp - d_protocol: Change horz/avel pack/unpacking from long to float. 2020-10-09 16:18:28 +11:00
d_protocol.h - Blood: JSON serializer for triggers 2020-11-21 20:25:06 +01:00
d_ticcmd.h - Blood: JSON serializer for triggers 2020-11-21 20:25:06 +01:00
def_.cpp - actually compile the game code as larger units and integrate them in the main project. 2021-01-04 11:52:10 +01:00
gameconfigfile.cpp - adapt to changed value range of module master volume in ZMusic. 2021-03-14 08:51:59 +01:00
gameconfigfile.h
gamecontrol.cpp - fixed the viewport setup. 2021-04-05 10:34:03 +02:00
gamecontrol.h - handle voxel rotation in the backend to enable it for all games. 2021-04-04 10:33:29 +02:00
gamecvars.cpp Revert "- subjective fix to Duke 3D's RPG harsh recoil." 2021-03-31 20:35:18 +11:00
gamecvars.h Revert "- subjective fix to Duke 3D's RPG harsh recoil." 2021-03-31 20:35:18 +11:00
gamefuncs.cpp - used display size for all texture positioning. 2021-03-28 18:22:30 +02:00
gamefuncs.h - wall sprite WIP. 2021-03-27 13:22:34 +01:00
gameinput.cpp Merge branch 'master' into newrenderer2 2021-04-04 13:23:51 +02:00
gameinput.h - gameinput.cpp: Block player input within `sethorizon()` and `applylook()` if target for each has been set by the ticker. 2021-04-02 22:47:19 +11:00
gamestate.h - backend update 2020-10-25 09:20:26 +01:00
gamestruct.h - added a check for game-side-defined voxels when discarding one-sided wall sprites viewed from the back. 2021-04-03 21:49:28 +02:00
gi.cpp - backend update from GZDoom. 2020-11-23 15:54:06 +01:00
gi.h - backend update from GZDoom. 2020-11-23 15:54:06 +01:00
initfs.cpp - added a game-module wide lump filter for Duke and related games. 2020-10-05 00:20:33 +02:00
inputstate.cpp - `InputState::ClearAllInput()`: Only clear `crouch_toggle` bool if outside of a level, and resend `SB_CROUCH` sync bit if inside a level and `crouch_toggle` is true. 2021-04-01 13:46:16 +11:00
inputstate.h - let SyncInput return a combination of gamesetinput and cl_syncinput - also serialize gamesetinput. 2020-11-30 23:45:21 +01:00
interpolate.cpp - fixed: stale, but still active interpolations for wall positions should not trigger sector retriangulation. 2021-04-03 10:26:02 +02:00
interpolate.h - moved setsectinterpolate/clearsectinterpolate into the backend. 2021-01-04 10:37:14 +01:00
intvec.h - fixed interpolation issues with sector objects in SW. 2021-03-29 09:25:26 +02:00
iterators.h fixed undefined end of list behavior of iterators 2020-10-18 12:14:05 +02:00
mainloop.cpp - fixed: G_BuildTiccmd needs to clear the command struct. 2021-03-15 10:11:49 +01:00
maphack.cpp - fixed maphack loader. 2021-03-07 09:39:16 +01:00
mapinfo.cpp - RRRA: fixed progression from E1L7 to E2L1 plus a texture related crash. 2020-11-22 18:46:20 +01:00
mapinfo.h - activated most of the support code for programmatically created menus again. 2020-10-07 01:31:41 +02:00
maploader.cpp - better handling for Duke's scrolling cloudy skies. 2021-04-04 20:35:38 +02:00
mathutil.cpp - fixed incompatibility of FindDistance3D with Shadow Warrior. 2020-08-18 23:49:44 +02:00
mathutil.h - SW: Increase precision of x/y coordinates where possible. 2020-08-18 18:26:04 +10:00
ns.h - took all script exports out of the namespaces. 2020-10-10 10:11:22 +02:00
packet.h - SW: Migrate crouch toggling to backend solution implemented in 4ef0d20e0e. 2020-11-07 17:53:11 +11:00
palette.cpp - moved shadeToLight out of build.h. 2021-03-25 09:13:59 +01:00
palette.h - moved shadeToLight out of build.h. 2021-03-25 09:13:59 +01:00
quotemgr.h - optimizations for better savegame performance. 2020-07-21 21:32:38 +02:00
quotes.cpp - optimizations for better savegame performance. 2020-07-21 21:32:38 +02:00
raze_music.cpp - added a CVAR to disable WT's ogg music and a fallback for when it cannot be found. 2020-09-07 21:26:07 +02:00
raze_music.h - re-implemented VP8 support. 2020-09-05 11:58:19 +02:00
raze_sound.cpp - do not print game init messages to the notify display. 2020-08-26 20:19:54 +02:00
raze_sound.h - got rid of common.h 2020-09-08 18:39:47 +02:00
rts.cpp
rts.h
savegamehelp.cpp - call the game specific analyzesprites functions. 2021-03-26 15:06:14 +01:00
savegamehelp.h - JSON serializer for actor. 2020-11-22 12:48:42 +01:00
scancodes.h
screenjob.cpp - Replace `scale()` calls with `Scale()` from common. 2021-01-05 07:31:34 +11:00
screenjob.h - fixed palette of Exhumed's game over screen. 2020-10-13 23:29:12 +02:00
screenshot.cpp
searchpaths.cpp Merge branch 'master' into newrenderer2 2021-04-01 16:49:07 +11:00
secrets.cpp - Blood: only trigger a secret if the hint system hasn't registered it. 2020-12-01 12:52:42 +01:00
secrets.h - Blood: only trigger a secret if the hint system hasn't registered it. 2020-12-01 12:52:42 +01:00
sectorgeometry.cpp - fixed some remaining triangulation issues. 2021-04-03 15:10:06 +02:00
sectorgeometry.h - use ZDoom's node builder for triangulating sectors that fail the simple approach. 2021-04-03 12:44:30 +02:00
serialize_obj.h
statistics.cpp
statistics.h
statusbar.h - Blood: handle super secrets properly in the statistics display. 2020-11-26 07:48:34 +01:00
statusbar2.cpp - Wrap all `g_gameType & GAMEFLAG_BLOOD` checks into `isBlood()` inline. 2021-01-02 14:46:58 +11:00
uiinput.h
version.h - removed now obsolete #define. 2021-04-04 20:41:44 +02:00
zcompile.cpp