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Internally, there's a new function fade_screen_black() that implements the fading more efficiently than calling rotatesprite for classic, and uses tile 0 (assumed to have at least 64x32 size) in the GL modes. The black background of the user map selector is still done with rotatesprite and tile BLANK in every renderer. git-svn-id: https://svn.eduke32.com/eduke32@2312 1a8010ca-5511-0410-912e-c29ae57300e0 |
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eduke32 | ||
synthesis.sh |