Commit graph

10 commits

Author SHA1 Message Date
Christoph Oelckers
bad2c2e55f - backend update from GZDoom
* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
2021-08-14 10:04:45 +02:00
Christoph Oelckers
2942e011bf - cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer. 2021-04-16 21:27:54 +02:00
Christoph Oelckers
ba5ede65b8 - backend update from GZDoom. 2021-02-26 19:06:10 +01:00
Christoph Oelckers
c96e04e6c9 - backend update from GZDoom. 2021-02-12 14:44:54 +01:00
Christoph Oelckers
e7ab4cd176 - backend update from GZDoom. 2021-01-29 13:20:00 +01:00
Christoph Oelckers
02afa90202 - another backend update from merging several GZDoom PRs. 2020-09-27 16:16:53 +02:00
Christoph Oelckers
c61a2c3486 - enable palette emulation for HUD weapon drawing.
Not correct yet but the basics are in.
2020-09-13 23:14:44 +02:00
Christoph Oelckers
197a35291a - added level summary screens and made the fade for the screens an engine feature.
This also hijacks one free element in the shader uniforms for the newly added factor.
2020-07-01 12:55:32 +02:00
Christoph Oelckers
6a9f1e9da1 - removed the old OpenGL interface. 2020-06-12 00:25:52 +02:00
Christoph Oelckers
22aad4999c - use the engine backend to render the scene 2020-06-11 22:26:46 +02:00