raze/source/common
Christoph Oelckers e10bcf6294 - split the screen job code into a generic and a Raze specific part.
Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
..
2d - Backend update from GZDoom. 2021-05-03 14:48:55 +02:00
audio - split the screen job code into a generic and a Raze specific part. 2021-05-22 01:35:50 +02:00
console - route savegame requests through the newwork, just like GZDoom does. 2021-05-12 00:21:26 +02:00
cutscenes - split the screen job code into a generic and a Raze specific part. 2021-05-22 01:35:50 +02:00
engine - backend update from GZDoom. 2021-05-17 20:33:40 +02:00
filesystem - split the screen job code into a generic and a Raze specific part. 2021-05-22 01:35:50 +02:00
fonts - backend update from GZDoom. 2020-11-23 15:54:06 +01:00
menu - route savegame requests through the newwork, just like GZDoom does. 2021-05-12 00:21:26 +02:00
models - backend update from GZDoom. 2021-03-07 13:21:15 +01:00
objects - made the scripted version of Blood's status bar functional. 2021-05-12 21:50:02 +02:00
platform - route savegame requests through the newwork, just like GZDoom does. 2021-05-12 00:21:26 +02:00
rendering - optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function. 2021-05-21 19:07:22 +02:00
scripting - silence float truncation warnings for explicit casts. 2021-05-21 21:06:48 +02:00
statusbar - backend update from GZDoom. 2021-05-17 20:33:40 +02:00
textures - PNG 16 bit support from GZDoom. 2021-05-21 21:06:11 +02:00
thirdparty - moved libvpx and libsmackerdec to more fitting places, plus some project cleanup. 2021-05-22 01:06:51 +02:00
utility - backend update from GZDoom. 2021-05-17 20:33:40 +02:00