Sam Hocevar
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f9cef654c5
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zepto8: add a Visual Studio project.
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8 years ago |
Benjamin ‘Touky’ Huet
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cfcff9acc3
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MultiScene: Phase 1: g_scene removal and conversion to Scene::
|
9 years ago |
Sam Hocevar
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cd988786b9
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build: reorganise includes so that we can use precompiled headers later.
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10 years ago |
Sam Hocevar
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ad9a388e80
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misc: remove 100% of the "using namespace std;" madness.
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10 years ago |
Sam Hocevar
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12aaff89e3
|
base: huge refactor in vector.h; GCC compilation times down by 50%.
|
10 years ago |
Sam Hocevar
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fe665f85b4
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base: strip core.h from its contents and put it in public/private headers.
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10 years ago |
Lolbot
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d375c7ba61
|
fixed 4 files out of 2770:
- removed 0 CR characters
- removed 0 trailing whitespaces
- replaced 5 tabs with spaces
- fixed 1 svn:eol-style properties
|
11 years ago |
Benlitz
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8a657ea287
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input: Removed previous input system
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11 years ago |
Sam Hocevar
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7159ef1dea
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debug: fix a crash in the DebugFps constructor.
|
11 years ago |
Sam Hocevar
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39a8c26fb5
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base: start removing occurrences of NULL on our long journey to nullptr.
|
12 years ago |
Sam Hocevar
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7e8edd7c3e
|
sys: add the base source directory to the list of search directories
on automake platforms, too.
|
12 years ago |
Benjamin ‘Touky’ Huet
|
c7219ff1dd
|
New year copyright update.
|
12 years ago |
Sam Hocevar
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d6634da83f
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build: fix the WTFPL site URL in all code comments.
|
12 years ago |
Sam Hocevar
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951c93ab84
|
data: fix ascii.png search path.
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12 years ago |
Sam Hocevar
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3389ed69a2
|
build: move all games to a "games" subdirectory to clean up the root
directory layout mess.
|
12 years ago |
Sam Hocevar
|
90bfc79b22
|
core: tick methods now use seconds, like any sane system.
|
12 years ago |
Sam Hocevar
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fbaf32f1b9
|
core: make timers second-based rather than millisecond-based.
|
12 years ago |
Sam Hocevar
|
2b9d64f7a8
|
core: more vec?i -> ?veci renames.
|
13 years ago |
Sam Hocevar
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660962e894
|
build: put debug stuff and shader stuff in subdirectories.
|
13 years ago |
Sam Hocevar
|
3d4af0869a
|
ps3: start a minimal PS3 port using PSGL, but not CG yet.
|
14 years ago |
Sam Hocevar
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8848cf53db
|
Put everything in the "lol" namespace. Better late than never.
|
14 years ago |
Sam Hocevar
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6405ef32ea
|
Get rid of float3, float4, int3 etc. in favour of GLSL types.
|
14 years ago |
Sam Hocevar
|
ca16123ccb
|
Ensure the DebugFps object is rendered in front of everything else.
|
14 years ago |
Sam Hocevar
|
5eb598905a
|
The most recent interface layout.
|
14 years ago |
Sam Hocevar
|
f76b95f200
|
Rename Float3 to float3, Int3 to int3 etc. and add the 4-member versions.
|
14 years ago |
Sam Hocevar
|
c43194554f
|
Add a Text object for OSD and possibly other effects.
|
14 years ago |
Sam Hocevar
|
f84b659c62
|
Slightly change the ...Data initialisation in classes.
|
14 years ago |
Sam Hocevar
|
921aab2993
|
Spawn several pieces in Monsterz now that we can.
|
14 years ago |
Sam Hocevar
|
0ed566d3cc
|
Complete Lol Engine / Deus Hax / Monsterz split.
|
14 years ago |
Sam Hocevar
|
54a05e0c2c
|
Allow for different priorities in game and draw tick levels.
|
14 years ago |
Sam Hocevar
|
c1851f2c2b
|
Store the frame number in the Ticker instead of duplicating the information
in each class that uses it.
|
14 years ago |
Sam Hocevar
|
57a0cb5102
|
Refactor stuff.
|
14 years ago |
Sam Hocevar
|
3bb8c8aa2f
|
Factor Forge and Tiler using the new Dict class.
|
14 years ago |
Sam Hocevar
|
988f7c2885
|
Replace mouse scrolling with a joystick simulated by the e/s/d/f keys.
|
14 years ago |
Sam Hocevar
|
50e4f67254
|
Get the timer to talk milliseconds instead of seconds.
|
14 years ago |
Sam Hocevar
|
4d63ad6ada
|
Rename "asset" to "entity". It's way cooler.
|
14 years ago |
Sam Hocevar
|
14e45d0fd4
|
Try to detect assets not calling their super tick methods. Already spotted
one bug thanks to that.
|
14 years ago |
Sam Hocevar
|
79822b6c89
|
Improve the text appearance using an outline.
|
14 years ago |
Sam Hocevar
|
e2596fa9fd
|
Implement the profiling system.
|
14 years ago |
Sam Hocevar
|
8bfb98c160
|
Implement a better timing mechanism for fixed framerate. Accuracy is
sub-millisecond but can be improved if we get rid of SDL timers.
|
14 years ago |
Sam Hocevar
|
932b60a123
|
Proper delta time computation in both the game and the editor.
|
14 years ago |
Sam Hocevar
|
7d382e549d
|
The frame counter is now an asset object.
|
14 years ago |