Commit graph

19 commits

Author SHA1 Message Date
Rachael Alexanderson
f3b0c3ac5e
- Roll back filesystem changes. These were causing instabilities in the master branch that were interfering with development. 2025-01-04 11:27:21 -05:00
Christoph Oelckers
d1abc3eb8c renamed things in file system to reduce Doom specific terminology. 2024-11-24 18:05:11 +01:00
Christoph Oelckers
634a646c2d take namespace enum out of namespace and added CheckNumForAnyName and CheckNumForFullNameInFile to clarify the meaning of CheckNumForFullName.
This is to take some renaming noise out of the upcoming refactoring.
2024-11-24 17:59:16 +01:00
Christoph Oelckers
ba2800d698 renamed GetFileFullName to GetFileName 2024-11-24 17:59:15 +01:00
Christoph Oelckers
c94c63110e added a third batch of GetChars call to FStrings. 2023-10-07 23:03:40 +02:00
Christoph Oelckers
ebb71cebf1 - put the entire filesystem code into a namespace and created some subdirectories. 2023-08-22 22:54:54 +02:00
Christoph Oelckers
4906d287cb - use std::vector<std::string> to pass the file list to InitMultipleFiles 2023-08-22 22:54:52 +02:00
Christoph Oelckers
2524ea6b0e - moved linked textures from file system to texture manager. 2023-08-22 21:49:54 +02:00
Christoph Oelckers
941c0850ba - Backend update from Raze.
Mainly optimizations for the sound system and texture manager.
2022-12-18 16:19:18 +01:00
Christoph Oelckers
6ba4295136 - don't crash when destroying incomplete textures.
This can happen during TEXTURES parsing in case of an error.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
739b015a4d - reinstated code that has gotten lost.
Fixes texture trimming.
2022-04-28 21:14:50 +02:00
Christoph Oelckers
77d74a11d1 - removed most templates.h includes. 2021-10-30 10:49:12 +02:00
Christoph Oelckers
af7c2fb4e9 - fixed the burn shader. 2020-06-09 22:06:19 +02:00
Christoph Oelckers
9f6d244016 - advanced coordinate control for overlays over DTA_Fullscreen images. 2020-06-06 12:51:03 +02:00
Christoph Oelckers
720853cff8 - made some changes so that material definitions can properly check automatic layers when determining their material type.
Most importantly this means that any texture with a custom material definition needs to load its automatic layers before applying the definition.
2020-06-03 21:16:36 +02:00
Christoph Oelckers
4c11b01588 - backend sync with Raze. 2020-05-31 23:37:11 +02:00
Christoph Oelckers
b2b1ecc11f - Single image fonts do not use translations. 2020-05-25 21:16:36 +02:00
Christoph Oelckers
29344006a0 - fixed: texture upscaling was disabled by default.
It should only be disabled if the scale of a texture is greater than 2.
2020-05-25 20:41:47 +02:00
Christoph Oelckers
cedc95c2a5 - split out FGameTexture into its own files. 2020-04-19 10:57:56 +02:00