Only mark render-target textures as lost
Remove RenderBackend_FlushGlyphs
Allow font atlases to be non-square
Disable blending for the framebuffer
Remember to free the upscaled framebuffer
Only use an upscaled framebuffer if we have to
Disable blending for the upscaled framebuffer
Fix incorrect upscaled framebuffer size
Enable window-resizing in the SDLTexture renderer
Fix out-of-bounds font atlas accesses
Hopefully fix font atlas pixel bleeding
Merge branch 'accurate' into portable
Ramble about the broken font sizes
Use PrintError instead of ShowMessageBox
Convert a bunch of ints to size_t
Lock SDL2 software renderer surface properly
Handle the framebuffer failing to lock
Change some variables to size_t
Switch software renderer to lockable framebuffer
Made some message-printing code more consistent
Change some type from int to size_t
Add a bugfix for the blinking text cursor
Update remaining platform backends
Remove C++11 from GLFW3 platform backend
Remove platform backend dependency on core engine
Remove Organya dependency from platform backend
Link glyph array from back to front
Make the Wii U batch its font rendering
Optimise OpenGL renderer a little
Update SDLSurface renderer for new font batcher
Disable font anti-aliasing by default
Merge branch 'accurate' into portable
Comment on a weird-ass Sleep call
Remove another explicit array size
Merge branch 'accurate' into portable
Remove some explicit array sizes
Merge branch 'accurate' into portable
Apply background constants to stage table
Restore the original Waterway TSC file
Merge branch 'accurate' into portable
Explain the gamepad button limit
Translate error messages with FIX_BUGS
Correct some mistakes that this branch has
Merge branch 'accurate' into portable
Add bugfix for the broken Waterway TSC script
Pre-convert the Organya callback timer
Emulate the Organya thread pauses
Merge branch 'accurate' into portable
Ignore error.log, remove enhanced branch stuff
Scrub the enhanced branches from PHILOSOPHY.md