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Sam Hocevar 2443d31a46 math: merge the box2 and box3 type declarations. vor 11 Jahren
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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