raze-gles/wadsrc/static
Christoph Oelckers 0bd460d9e3 - split up the visibility factor into a scene specific and an element specific part.
The main reason here is that the scene specific part contains a projection dependent component which would be a problem when transitioning to GZDoom's code. The global viewpoint data already has a field for such a factor so now that gets used.
This also means a significant simplification of the visibility code in Polymost and the removal of several global variables.
2020-06-05 19:06:31 +02:00
..
engine - split up the visibility factor into a scene specific and an element specific part. 2020-06-05 19:06:31 +02:00
filter - fix keybind for 'TurnAround' (Turn_Around > TurnAround) in line with recent changes. 2020-04-13 23:59:46 +02:00
fonts/consolefont - added ZDoom's menu system as a base to build a new menu on. 2019-11-21 18:03:09 +01:00
shaders - updated backend from GZDoom. 2020-05-30 23:10:17 +02:00
language.csv - m_png.cpp is common. 2020-04-12 08:30:42 +02:00
newconsolefont.hex - use GZDoom's font code to fix the crash issues and moved around some files in the PK3. 2020-05-24 23:28:44 +02:00
textcolors.txt - use GZDoom's font code to fix the crash issues and moved around some files in the PK3. 2020-05-24 23:28:44 +02:00
x11r6rgb.txt - backend code matching with GZDoom 2020-04-12 08:30:40 +02:00