- 22 Apr, 2022 6 commits
-
-
Richard Gobeille authored
This allows fullscreen to be toggled in the editor without having to change to 3d mode first.
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
engine: invalidate stored window position when changing video mode if the combination of origin position and new window size would place the window outside the bounds of the display
-
Richard Gobeille authored
-
Richard Gobeille authored
I've never seen them fail, but I guess I wouldn't know
-
- 21 Apr, 2022 14 commits
-
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
I am frankly amazed that it took years for this to ever become a problem.
-
Richard Gobeille authored
engine: slightly improve window position handling to help weird edge cases where the window manager places the window at -1
-
Richard Gobeille authored
-
Richard Gobeille authored
-
-
-
-
Dino Bollinger authored
-
-
-
-
- 20 Apr, 2022 1 commit
-
-
Dino Bollinger authored
Also decreases MAXUSERTILES to (MAXTILES - 256) to ensure the tilespace used by the viewscreens isn't encroached on by user tiles.
-
- 19 Apr, 2022 4 commits
-
-
Richard Gobeille authored
-
Richard Gobeille authored
-
-
Dino Bollinger authored
-
- 18 Apr, 2022 1 commit
-
-
Dino Bollinger authored
-
- 17 Apr, 2022 1 commit
-
-
NY00123 authored
There are maps which depend on projectiles getting reflected by walls with the picnum of MIRROR.
-
- 16 Apr, 2022 1 commit
-
-
When loading new art files, blanks no longer erase existing tiles, allowing "inserting" new tiles, or essentially stacking them.
-
- 15 Apr, 2022 9 commits
-
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
https://github.com/ocornut/imgui/tree/dockingRichard Gobeille authored
Everything is hooked up to the engine and functional, but nothing in this branch is utilizing this yet.
-
Richard Gobeille authored
This is intended to address complaints of GPU coil whine. While these are obviously actually just complaints about the user's own hardware, we don't really need hundreds of frames per second in the menus, do we?
-
Richard Gobeille authored
engine: add optional throttle parameter to engineFPSLimit() to limit the framerate to the refresh rate in menus, etc
-
Richard Gobeille authored
-
- 12 Apr, 2022 3 commits
-
-
Richard Gobeille authored
engine: fix bug where the desktop refresh rate was being ignored in windowed mode, always print refresh rate to console on video mode change
-
Richard Gobeille authored
For anyone that really thinks they need more than 1000 fps, "r_maxfps -2" will revert to the previous completely unthrottled behavior.
-
Richard Gobeille authored
-