raze-gles/source/common
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
..
console - fixed all compile errors. 2019-10-22 17:47:24 +02:00
textures Fixed stupid typo in class name 2019-10-21 09:22:55 +02:00
utility - 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
gameconfigfile.cpp - refactored the HUD scaling into something manageable. 2019-10-22 23:31:46 +02:00
gameconfigfile.h - 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
gamecvars.cpp - refactored the HUD scaling into something manageable. 2019-10-22 23:31:46 +02:00
gamecvars.h - refactored the HUD scaling into something manageable. 2019-10-22 23:31:46 +02:00
i_specialpaths.h - 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
ns.h - sky clamping may only be done in Blood for now. 2019-10-19 20:25:58 +02:00
rts.cpp - consolidated RTS code, because there were 3 copies. 2019-10-20 19:13:44 +02:00
rts.h - consolidated RTS code, because there were 3 copies. 2019-10-20 19:13:44 +02:00