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Sam Hocevar 2443d31a46 math: merge the box2 and box3 type declarations. 11 лет назад
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application MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 лет назад
base MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 10 лет назад
bullet build: remove dead PS3 code. 10 лет назад
data build: reorganise automake build system. 13 лет назад
debug MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 лет назад
easymesh Scene stuff is back to non-static logic with a few tricks 10 лет назад
gpu MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 лет назад
image build: improve emscripten build. 10 лет назад
input scene: fix multiple crashes in release mode and a few warnings. 10 лет назад
lol math: merge the box2 and box3 type declarations. 10 лет назад
lolua lua: disable 64-bit integer setters. 10 лет назад
lua Split Tileset in TextureImage -> Tileset 10 лет назад
math misc: lots of compilation fixes for Visual Studio (related to mediocre 10 лет назад
mesh Mesh: PrimitiveRenderer naming convention fixup 10 лет назад
platform MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 лет назад
sys scene: fix multiple crashes in release mode and a few warnings. 10 лет назад
t test: minor unit test refactoring. 10 лет назад
Makefile.am build: improve emscripten build. 10 лет назад
audio.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
audio.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
camera.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 лет назад
camera.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
commandstack.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
dict.cpp base: some Windows compilation fixes. 10 лет назад
dict.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
eglapp.cpp build: "USE_SDL" is now for SDL v2 and "USE_OLD_SDL" for version 1. 10 лет назад
eglapp.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
emitter.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
emitter.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
entity.cpp Revamped Game/Draw groups to split stuff and help spreading tick 10 лет назад
entity.h MultiplMultiScene: Phase 2: No more g_scene access and multiple scene calls support 10 лет назад
font.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 10 лет назад
font.h MultiScene: Phase 1: g_scene removal and conversion to Scene:: 10 лет назад
forge.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
forge.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
gradient.cpp Scene stuff is back to non-static logic with a few tricks 10 лет назад
gradient.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
gradient.lolfx scene: start working on the scene class reorganisation. 10 лет назад
light.cpp Scene stuff is back to non-static logic with a few tricks 10 лет назад
light.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
lolcore.vcxproj build: improve emscripten build. 10 лет назад
lolcore.vcxproj.filters MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 лет назад
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
lolgl.h build: remove dead PS3 code. 10 лет назад
lolimgui.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 лет назад
lolimgui.h MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 10 лет назад
messageservice.cpp Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 10 лет назад
messageservice.h Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 10 лет назад
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
platform.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
profiler.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
sample.cpp build: remove dead PS3 code. 10 лет назад
sample.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
sampler.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
sampler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
scene.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 лет назад
scene.h scene: minor fix for compilation warnings. 10 лет назад
sprite.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
sprite.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
text.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 10 лет назад
text.h text: new features and minor refactoring. 10 лет назад
textureimage-private.h Split Tileset in TextureImage -> Tileset 10 лет назад
textureimage.cpp Revamped Game/Draw groups to split stuff and help spreading tick 10 лет назад
textureimage.h Split Tileset in TextureImage -> Tileset 10 лет назад
ticker.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 лет назад
ticker.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
tiler.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
tiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
tileset.cpp math: improve the 2D and 3D box classes. 10 лет назад
tileset.h tileset: disable weird inheritance code. 10 лет назад
utils.h Add color var in lua 10 лет назад
video.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 лет назад
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
world.cpp 2nd pass on Lua integration. 10 лет назад
world.h 2nd pass on Lua integration. 10 лет назад
worldentity.cpp math: improve the 2D and 3D box classes. 10 лет назад
worldentity.h math: improve the 2D and 3D box classes. 10 лет назад