raze/source
Mitchell Richters 656ec8ef06 - Blood: Apply a slightly better fix for the akimbo shotgun animation kQAV2SHOTF2 (res_id: 61).
* The issue here is that `pPlayer->weaponTimer` reaches 0 before the animation plays out. This is because the QAV timer has its own ticrate independent of the game's timer.
* A workaround like this is still the best approach for now as its not easily possible to remove `weaponTimer` within the game without messing up the trigger system that runs at ticrate.
2021-08-27 22:18:57 +10:00
..
build - Build: Change MAXSPRITESONSCREEN from constant of 2560 to 1/4 of MAXSPRITES. 2021-07-25 15:38:51 +10:00
common - give TMap a proper move constructor and assignment operator. 2021-08-23 19:05:31 +02:00
core - Allow disabling of load screens like how they were before the move of ScreenJob from native code to ZScript. 2021-08-26 10:34:00 +10:00
games - Blood: Apply a slightly better fix for the akimbo shotgun animation kQAV2SHOTF2 (res_id: 61). 2021-08-27 22:18:57 +10:00
glbackend Give -1 to model light index otherwise mLightIndex in renderstate ends up getting set to 0 which is a valid light index 2021-05-13 10:04:40 +02:00
platform - added detection of Steam's Powerslave on macOS 2021-07-31 12:51:21 +03:00
thirdparty - macOS backend update, plus moving base64.cpp around. 2020-09-27 16:12:50 +02:00
CMakeLists.txt - moved all font setup out of the C++ code. 2021-05-31 21:20:31 +02:00
g_pch.h - cleaned up the remaining dependencies on windows.h 2020-02-03 21:30:57 +01:00
gitinfo.cpp - rewrote the screenshot code to use m_png as its backend. 2019-11-02 12:59:59 +01:00