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Build engine port backed by GZDoom tech. Currently supports Duke Nukem 3D, Blood, Shadow Warrior, Redneck Rampage and Powerslave/Exhumed.
the SE ones douple, triple, ... after each save. Maphack lights are reloaded with polymer_resetlights() (though I've had them disappearing after load, I couldn't reproduce it afterwards). - in debugging builds, print a message when polymer_resetlight is called on a nonexistent one. The problem is not so much the call itself (it's guarded), but the fact that resources on the caller side may not have been freed if it thinks that those lights do in fact exist. Right now, it's not the case though. - add 'loaded map hack' messages after some other successful loadmaphack calls git-svn-id: https://svn.eduke32.com/eduke32@2236 1a8010ca-5511-0410-912e-c29ae57300e0 |
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polymer-perf |