Sam Hocevar
|
3d4af0869a
|
ps3: start a minimal PS3 port using PSGL, but not CG yet.
|
14 years ago |
Sam Hocevar
|
8848cf53db
|
Put everything in the "lol" namespace. Better late than never.
|
15 years ago |
Sam Hocevar
|
6405ef32ea
|
Get rid of float3, float4, int3 etc. in favour of GLSL types.
|
15 years ago |
Sam Hocevar
|
ca16123ccb
|
Ensure the DebugFps object is rendered in front of everything else.
|
15 years ago |
Sam Hocevar
|
5eb598905a
|
The most recent interface layout.
|
15 years ago |
Sam Hocevar
|
f76b95f200
|
Rename Float3 to float3, Int3 to int3 etc. and add the 4-member versions.
|
15 years ago |
Sam Hocevar
|
c43194554f
|
Add a Text object for OSD and possibly other effects.
|
15 years ago |
Sam Hocevar
|
f84b659c62
|
Slightly change the ...Data initialisation in classes.
|
15 years ago |
Sam Hocevar
|
921aab2993
|
Spawn several pieces in Monsterz now that we can.
|
15 years ago |
Sam Hocevar
|
0ed566d3cc
|
Complete Lol Engine / Deus Hax / Monsterz split.
|
15 years ago |
Sam Hocevar
|
54a05e0c2c
|
Allow for different priorities in game and draw tick levels.
|
15 years ago |
Sam Hocevar
|
c1851f2c2b
|
Store the frame number in the Ticker instead of duplicating the information
in each class that uses it.
|
15 years ago |
Sam Hocevar
|
57a0cb5102
|
Refactor stuff.
|
15 years ago |
Sam Hocevar
|
3bb8c8aa2f
|
Factor Forge and Tiler using the new Dict class.
|
15 years ago |
Sam Hocevar
|
988f7c2885
|
Replace mouse scrolling with a joystick simulated by the e/s/d/f keys.
|
15 years ago |
Sam Hocevar
|
50e4f67254
|
Get the timer to talk milliseconds instead of seconds.
|
15 years ago |
Sam Hocevar
|
4d63ad6ada
|
Rename "asset" to "entity". It's way cooler.
|
15 years ago |
Sam Hocevar
|
14e45d0fd4
|
Try to detect assets not calling their super tick methods. Already spotted
one bug thanks to that.
|
15 years ago |
Sam Hocevar
|
79822b6c89
|
Improve the text appearance using an outline.
|
15 years ago |
Sam Hocevar
|
e2596fa9fd
|
Implement the profiling system.
|
15 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.
|
15 years ago |
Sam Hocevar
|
932b60a123
|
Proper delta time computation in both the game and the editor.
|
15 years ago |
Sam Hocevar
|
7d382e549d
|
The frame counter is now an asset object.
|
15 years ago |