raze-gles/source
Christoph Oelckers e5aa6c5df0 - refactored the HUD scaling into something manageable.
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
2019-10-22 23:31:46 +02:00
..
audiolib Add const to dest parameter of MV_Reverb() 2019-10-20 11:53:25 +02:00
blood - refactored the HUD scaling into something manageable. 2019-10-22 23:31:46 +02:00
build - refactored the HUD scaling into something manageable. 2019-10-22 23:31:46 +02:00
common - refactored the HUD scaling into something manageable. 2019-10-22 23:31:46 +02:00
duke3d - refactored the HUD scaling into something manageable. 2019-10-22 23:31:46 +02:00
glad - use full GL 4.6 API. 2019-09-16 17:52:14 +02:00
glbackend - added license headers. 2019-10-20 08:07:12 +02:00
libsmackerdec - refactored the file access in the rest of the DN3D frontend and in some duplicated code in the Blood frontend. 2019-10-20 23:37:07 +02:00
libxmp-lite - transitioned project to CMake and deleted most of the old build system. 2019-09-22 23:15:46 +02:00
mact - removed most extern "C" from the rest of the code base. 2019-09-21 20:14:34 +02:00
platform - brought in GZDoom's gameconfigfile so that the settings can be transitioned to a more robust implementation. 2019-10-21 21:36:05 +02:00
rr - refactored the HUD scaling into something manageable. 2019-10-22 23:31:46 +02:00
sw - refactored the HUD scaling into something manageable. 2019-10-22 23:31:46 +02:00
thirdparty Silence a warning 2019-10-20 10:45:49 +02:00
CMakeLists.txt - refactored the HUD scaling into something manageable. 2019-10-22 23:31:46 +02:00
g_pch.h - project rework to shorten compile times. 2019-10-16 23:09:02 +02:00
sdlappicon.cpp - transitioned project to CMake and deleted most of the old build system. 2019-09-22 23:15:46 +02:00
version.h - fixed the setup. 2019-09-23 01:28:18 +02:00