raze/source/build/include
Christoph Oelckers f159496f6e - moved the ShadeDiv array into the lookup table and took the numshades-2 divisor out of the stored value.
The value was changed to allow easier reuse in scenarios where the size of the shade table does not matter anymore.
2020-06-05 23:18:21 +02:00
..
animvpx.h - got rid of some editor-only code and the entire buildvfs header 2019-11-08 02:02:54 +01:00
baselayer.h - updated the platform code to be mostly identical with GZDoom 2020-05-26 00:08:26 +02:00
build.h - video base code unified. 2020-05-31 09:18:43 +02:00
buildtypes.h Add Blood-specific synonyms for tspritetype members 2020-01-03 08:05:43 +01:00
clip.h
clockticks.hpp - fixed SW's interpolation math. 2020-02-02 09:51:44 +01:00
common.h - implemented 'map' CCMD for all games. 2020-01-28 11:20:30 +01:00
compat.h - fixed compilation. 2020-05-23 22:43:04 +02:00
hash.h - fix merge errors. 2019-12-08 08:51:54 +01:00
mdsprite.h - use high level textures to render voxels. 2020-05-30 00:30:56 +02:00
mmulti.h - removed some dead variables. 2020-01-01 13:11:44 +01:00
osd.h - fix Linux builds following reset of master branch. (#44) 2020-05-05 10:45:21 +03:00
palette.h - moved the ShadeDiv array into the lookup table and took the numshades-2 divisor out of the stored value. 2020-06-05 23:18:21 +02:00
polymost.h - texture code cleanup, mainly cppying layer data into the textures at startup to be able to use a real material system. 2020-05-29 23:33:26 +02:00
pragmas.h - removed some 'pragma' cruft. 2020-05-23 13:08:10 +02:00
print.h - use Printf as the only command to print to the console. 2020-04-12 08:30:38 +02:00
prlights.h
scancodes.h - fixed the pause key. 2020-02-16 17:22:14 +01:00
scriptfile.h
timer.h - made things compile again after updating enet. Also removed the redundant dumb and game_music_emu libraries which just got imported by accident when using other things from GZDoom. 2019-10-20 09:16:01 +02:00
tracker.hpp