- 27 Jan, 2021 3 commits
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Evan Ramos authored
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Dino Bollinger authored
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- 20 Jan, 2021 5 commits
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Evan Ramos authored
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Evan Ramos authored
The cfg file should reflect the user's preferences even if the features don't take effect. The cvars' descriptions document the incompatibility that is happening.
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Evan Ramos authored
- r_texfilter - r_anisotropy - r_useindexedcolortextures
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Evan Ramos authored
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Evan Ramos authored
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- 09 Jan, 2021 2 commits
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Richard Gobeille authored
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Richard Gobeille authored
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- 28 Dec, 2020 1 commit
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Richard Gobeille authored
I hit an assertion at 64.
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- 21 Dec, 2020 1 commit
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Evan Ramos authored
It is an optional part of xxHash we are not using that breaks the build everywhere but x86*.
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- 18 Dec, 2020 1 commit
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Richard Gobeille authored
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- 17 Dec, 2020 9 commits
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Richard Gobeille authored
VS: fix "C1083: Cannot open compiler generated file" error with polymost1Frag.glsl.cpp and polymost1Vert.glsl.cpp I'm not entirely happy with this due to the addition of the extra filter in the IDE to hold the generated files, but it's better than having to hit build twice in order to get a successful compilation.
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Richard Gobeille authored
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Richard Gobeille authored
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BUILD & Duke3D: lower the clamp value for "vid_brightness" from 0 to -10, allowing for negative brightness config to be saved
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Evan Ramos authored
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Evan Ramos authored
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Evan Ramos authored
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Evan Ramos authored
Needed because GOG .pkg installers default to the Documents folder
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- 14 Dec, 2020 2 commits
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Evan Ramos authored
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Evan Ramos authored
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- 12 Dec, 2020 5 commits
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Evan Ramos authored
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Evan Ramos authored
ZOOM Platform ships it with their DLC Pack.
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Evan Ramos authored
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Evan Ramos authored
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Evan Ramos authored
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- 07 Dec, 2020 1 commit
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Filip Homolka authored
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- 05 Dec, 2020 2 commits
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Evan Ramos authored
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Evan Ramos authored
This reverts commit f1aec344.
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- 28 Nov, 2020 1 commit
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This avoids a bug which causes linking to fail for MinGW32 builds. Co-authored-by:
Evan Ramos <hendricks266@gmail.com>
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- 06 Nov, 2020 1 commit
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Dino Bollinger authored
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- 04 Nov, 2020 1 commit
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gu3 authored
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- 29 Oct, 2020 1 commit
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- 26 Oct, 2020 1 commit
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Dino Bollinger authored
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- 21 Oct, 2020 1 commit
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Richard Gobeille authored
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- 17 Oct, 2020 1 commit
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Dino Bollinger authored
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- 05 Oct, 2020 1 commit
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Previous to this commit, the game would hijack the sprite, wall and sector arrays to store the label data temporarily, which would get copied into freshly allocated arrays once the scripts were fully parsed. This lead to the maximum number of labels depending on MAXSPRITES. This coupling is now removed, and an independent limit MAXLABELS has been introduced, which is currently set to 16384. Additionally, the limit is now checked before character data is loaded into memory, rather than afterwards, preventing out of bounds accesses.
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