PATH_LENGTH is actually Windows's MAX_PATH
Merge branch 'master' into accurate
Accurate main function variable names
Merge branch 'master' into accurate
Move MakeSurface_Generic to the correct place in Draw.cpp
Merge branch 'master' into accurate
Rearranged some functions to match the original EXE
Restore some commented-out code
Made Generic.cpp mostly ASM-accurate
Made Back.cpp almost ASM-accurate
ASM-accurate Sound.cpp and Organya.cpp (except for one function)
Migrated to the native Windows resource file system
Resource file overhaul part 1: metadata
Merge branch 'master' into accurate
Make LoadBitmap take a pixel buffer instead of an SDL_RWops
Merge branch 'master' into accurate
Merge branch 'master' into accurate
Shut up a warning in the SDLTexture renderer backend
Merge branch 'master' into accurate
Shut up a runtime error in the OpenGL renderer
Overhauled the NPC_flags, and applied them everywhere
Give the FONT_PIXEL_MODE enums a type
Rename Surface_Ids to SurfaceID
Define GLEW_STATIC when creating a static build
Remove deprecated GLSL function usage
Print more OpenGL debug messages
Convert SDLTexture glyphs to static textures
Revert "Split glyph surface creation and pixel upload"
Revert "Glyphs now regenerate with the rest of the game's textures"
Fix the MSVC2003 build, and add RestoreTextScript to the...
Make the surface_metadata struct match the original
Glyphs now regenerate with the rest of the game's textures
Split glyph surface creation and pixel upload
Backend_SupportsSubpixelGlyph -> Backend_SupportsSubpixelGlyphs
Pretty sure these #includes aren't needed
Added enums for the surface types
Ported the Windows version's surface regeneration
Render backend API simplification part 4: OpenGL3
Render backend simplification part 3: SDLTexture
Render backend API simplification part 2: SDLSurface
Renderer backend simplification part 1: Draw.cpp and Software.cpp
Fix building the OpenGL3 with the Makefile
Allow third-party in-source files to go in the external folder
Rendering backend API naming improvements
Backend_Blit always uses a colour key
OpenGL: Remove SetFramebufferTarget
Back to OpenGL 3.2 (I really want the core profile)
Implement vertex batching in the OpenGL renderer
Sod it, fall back on compatibility mode if it's available
Use orphaning to slightly speed up rendering GPU-side
Use an appropriate usage specifier for glBufferData
Call glFramebufferTexture2D as rarely as possible
Make the ShiftJIS->Unicode translation table *slightly* less ugly
Move the font gamma-correction up to Font.cpp
Add subpixel font rendering to the OpenGL backend
Correct the rendering backend glyph API, and add a missing #include
Add missing #includes to rendering backends
Updated local copy of Freetype to 2.10.1
OpenGL: Use a struct for defining 2D coordinates
OpenGL: Only enable blending for glyphs
Remove more redundant OpenGL code
Put OpenGL in 'forward-compatible' mode
Clean up OpenGL error callback print