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