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 |
|