..
3rdparty
build: make imgui a submodule instead of copying it
il y a 9 ans
application
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
base
build: fix some issues with WIN32_LEAN_AND_MEAN redefinitions.
il y a 9 ans
bullet
build: various autotools improvements and fixes
il y a 9 ans
data
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
debug
zepto8: add a Visual Studio project.
il y a 9 ans
easymesh
Remove Xbox 360 support, too much stuff no longer compiles.
il y a 9 ans
engine
scene: start working on a postprocess mechanism.
il y a 9 ans
gpu
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
image
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
input
misc: some cleanup in files, including UTF-8 BOM.
il y a 9 ans
lol
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
lolua
win64: various VS 2015 build fixes.
il y a 9 ans
lua
build: various autotools improvements and fixes
il y a 9 ans
math
math: add τ (tau) to the list of maths constants.
il y a 9 ans
mesh
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
platform
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
sys
sys: allow to load images with an absolute path.
il y a 9 ans
t
build: add flags to disable unwanted builds
il y a 9 ans
Makefile.am
build: various autotools improvements and fixes
il y a 9 ans
audio.cpp
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
audio.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 9 ans
camera.cpp
Remove Xbox 360 support, too much stuff no longer compiles.
il y a 9 ans
camera.h
engine: move some files around.
il y a 9 ans
commandstack.h
base: clean up and refactor containers.
il y a 9 ans
dict.cpp
Remove Xbox 360 support, too much stuff no longer compiles.
il y a 9 ans
dict.h
engine: move some files around.
il y a 9 ans
eglapp.cpp
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
eglapp.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 9 ans
emitter.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 9 ans
emitter.h
engine: move some files around.
il y a 9 ans
font.cpp
MultiScene: Phase 1: g_scene removal and conversion to Scene::
il y a 9 ans
font.h
engine: move some files around.
il y a 9 ans
forge.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 9 ans
forge.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 9 ans
gradient.cpp
Scene stuff is back to non-static logic with a few tricks
il y a 9 ans
gradient.h
engine: move some files around.
il y a 9 ans
gradient.lolfx
scene: start working on the scene class reorganisation.
il y a 9 ans
light.cpp
Scene stuff is back to non-static logic with a few tricks
il y a 9 ans
light.h
engine: move some files around.
il y a 9 ans
lol-core.vcxproj
build: refactor msbuild files for usage as a submodule
il y a 9 ans
lol-core.vcxproj.filter
build: rename liblolcore to liblol-core, etc.
il y a 9 ans
loldebug.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 9 ans
lolgl.h
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
lolimgui.cpp
misc: some cleanup in files, including UTF-8 BOM.
il y a 9 ans
lolimgui.h
misc: some cleanup in files, including UTF-8 BOM.
il y a 9 ans
messageservice.cpp
base: clean up and refactor containers.
il y a 9 ans
messageservice.h
Removed all the enum macros, because this was shit and admitting that is the first step to global world domination.
il y a 9 ans
numeric.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 9 ans
platform.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 9 ans
platform.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 9 ans
profiler.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 9 ans
profiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 9 ans
sample.cpp
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
sample.h
engine: move some files around.
il y a 9 ans
sampler.cpp
sampler: add a few sanity checks to sampler.
il y a 9 ans
sampler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 9 ans
scene.cpp
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
scene.h
scene: start working on a postprocess mechanism.
il y a 9 ans
sprite.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 9 ans
sprite.h
engine: move some files around.
il y a 9 ans
text.cpp
misc: some cleanup in files, including UTF-8 BOM.
il y a 9 ans
text.h
engine: move some files around.
il y a 9 ans
textureimage-private.h
Split Tileset in TextureImage -> Tileset
il y a 9 ans
textureimage.cpp
gpu: remove 1200 lines of old DirectX 9 code.
il y a 9 ans
textureimage.h
engine: move some files around.
il y a 9 ans
tiler.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 9 ans
tiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 9 ans
tileset.cpp
gpu: remove 1200 lines of old DirectX 9 code.
il y a 9 ans
tileset.h
tileset: rename AddTile() to define_tile().
il y a 9 ans
utils.h
misc: some cleanup in files, including UTF-8 BOM.
il y a 9 ans
video.cpp
build: refactor autotools files for out-of-tree builds.
il y a 9 ans
video.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 9 ans