raze/source
Mitchell Richters 5a8612110d - Process scaled angle adjustments in each game's render function, not from the input function.
* Previous config had the potential to call `I_GetInputFrac()` nearly twice in a row, which would have resulted in some hitching.
* Calling from each game's render function avoids the above and means we can start applying scaled angle changes one frame faster.
2022-12-11 18:42:01 +01:00
..
build - fixed the last remaining z/inttoworld mismatches. 2022-11-27 10:21:47 +01:00
common - Allow passing angle through when drawing the generic crosshair. 2022-12-11 18:42:00 +01:00
core - Process scaled angle adjustments in each game's render function, not from the input function. 2022-12-11 18:42:01 +01:00
games - Process scaled angle adjustments in each game's render function, not from the input function. 2022-12-11 18:42:01 +01:00
platform - move posix I_GetGogPaths() stub to program specific code 2022-11-24 17:46:33 -05:00
thirdparty - Use #pragma once in EASTL's intrusive_list.h. 2021-12-30 23:00:39 +11:00
CMakeLists.txt - updated Vulkan backend to use ZVulkan. 2022-12-11 18:30:01 +01:00
g_pch.h