weapons: use TAnimState
render: draw flag anims using TAnimState
render: r_gfx uses TAnimState
render: move item animations into render
anim: add static variant of TAnimationState
render: use only r_render to access render-specific info
menu: allow to build menu without render
render: load image for TGUIImage within render
render: move TFont into render
render: draw menu via render
game: less references to HEADLESS
system: add option -dDISABLE_SYSTEM
render: add option -dDISABLE_RENDER
holmes: fix build with -dDISABLE_GFX
game: disable corpses for server
game: disable shells for server
game: disable gibs for server
game: disable gfx for server
render: disable FBO on devices which not support NPOT textures
sdl2: do not declare touch state variables when disabled touch support
render: draw touch controls via render
menu: optionally disable menu in client
render: fix monster animations
render: fix archvile fire animation
render: remove graphics data from TAnimationState
models: fix player walk + fire
render: remove references to r_playermodel/r_game from game code
server: build headless with completely disabled render, system driver and menus
render: use only r_render to access render
render: calculate message size in render
render: move screenshorts into render
game: remove unneded render imports
render: load shell textures in render
render: load sky in render
render: move more texture load code into render
panels: fix water/acid splashes
render: remove TAnimation
render: use TPlayerModel for corpse drawing
render: player punch TAnimation -> TAnimationState
render: draw flag animation using TAnimationState
render: fix animated textures
render: hide panel textures into render
render: use TAnimationState instead of TAnimation
render: hide gib textures within render
models: remove TModelInfo
models: remove superfluous fire state
models: remove sounds from player model state
render: remove flag animation from player model state
render: move player model texture loading into render
render: use TAnimationState for monsters
render: move gfx-once objects into render code
render: use TAnimationState for items
render: use TAnimationState for projectiles
render: move textures loaders to render
render: separate animation drawing from game code
system: remove direct videomode change
system: remove sys_Delay
system: remove sys_GetTicks
system: remove unused imports
render: system: move gl related code from system driver
render: move screen resize handler from io-driver
cleanup: clean boot sequence
android: export jni functions
cleanup: move init and main loop code from g_window
cleanup: remove g_main.pas
render: fix unused variable warnings
render: move e_texture -> r_texture
render: completely remove opengl calls form game code
render: remove g_window dependency on r_graphics and GL
cleanup: remove g_options dependency on r_graphics
cleanup: move monster-specific code from g_basic
render: remove from render some common types
render: e_graphics -> r_graphics
render: fix holmes
cleanup: remove unneeded graphics dependencies
render: separate player model logic and drawing
render: separate player logic and drawing
render: separate server list logic and drawing
render: separate weapon shots logic and drawing
render: separate monster logic and drawing
render: separate panel logic and drawing
render: add r_game function prefixes
render: separate map logic and drawing
render: separate item logic and drawing
render: remove g_gfx dependency on e_graphics
render: separate gfx logic and drawing
render: separate game logic and drawing
render: separate console logic and drawing
console: read commands from stdin in headless mode
game: proper kick
master: fix possible segfault
master: increase enet_host_service() timeout
master: disconnect clients immediately when appropriate
master: check client timeouts manually; fix channel processing
master: add preprocessing for enet packets and more timeouts
master: another iteration
master: validate versions, attempt to fix memory leaks on packets
master: add banlist reload on SIGUSR1
master: rewrite
Engine: Fix e_UpperDir() leaving a trailing backslash
This fixes a bug with broken folder navigation in file lists.
This fixes a bug with broken folder navigation in file lists.