..
application
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 8 ans
base
MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks
il y a 8 ans
bullet
build: remove dead PS3 code.
il y a 8 ans
data
build: reorganise automake build system.
il y a 12 ans
debug
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 8 ans
easymesh
Scene stuff is back to non-static logic with a few tricks
il y a 8 ans
gpu
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 8 ans
image
build: improve emscripten build.
il y a 8 ans
input
scene: fix multiple crashes in release mode and a few warnings.
il y a 8 ans
lol
math: merge the box2 and box3 type declarations.
il y a 8 ans
lolua
lua: disable 64-bit integer setters.
il y a 8 ans
lua
Split Tileset in TextureImage -> Tileset
il y a 8 ans
math
misc: lots of compilation fixes for Visual Studio (related to mediocre
il y a 8 ans
mesh
Mesh: PrimitiveRenderer naming convention fixup
il y a 8 ans
platform
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 8 ans
sys
scene: fix multiple crashes in release mode and a few warnings.
il y a 8 ans
t
test: minor unit test refactoring.
il y a 8 ans
Makefile.am
build: improve emscripten build.
il y a 8 ans
audio.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
audio.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
camera.cpp
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 8 ans
camera.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
commandstack.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
dict.cpp
base: some Windows compilation fixes.
il y a 8 ans
dict.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
eglapp.cpp
build: "USE_SDL" is now for SDL v2 and "USE_OLD_SDL" for version 1.
il y a 8 ans
eglapp.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
emitter.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
emitter.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
entity.cpp
Revamped Game/Draw groups to split stuff and help spreading tick
il y a 8 ans
entity.h
MultiplMultiScene: Phase 2: No more g_scene access and multiple scene calls support
il y a 8 ans
font.cpp
MultiScene: Phase 1: g_scene removal and conversion to Scene::
il y a 8 ans
font.h
MultiScene: Phase 1: g_scene removal and conversion to Scene::
il y a 8 ans
forge.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
forge.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
gradient.cpp
Scene stuff is back to non-static logic with a few tricks
il y a 8 ans
gradient.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
gradient.lolfx
scene: start working on the scene class reorganisation.
il y a 8 ans
light.cpp
Scene stuff is back to non-static logic with a few tricks
il y a 8 ans
light.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
lolcore.vcxproj
build: improve emscripten build.
il y a 8 ans
lolcore.vcxproj.filters
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 8 ans
loldebug.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
lolgl.h
build: remove dead PS3 code.
il y a 8 ans
lolimgui.cpp
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 8 ans
lolimgui.h
MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks
il y a 8 ans
messageservice.cpp
Removed all the enum macros, because this was shit and admitting that is the first step to global world domination.
il y a 8 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 8 ans
numeric.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
platform.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
platform.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
profiler.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
profiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
sample.cpp
build: remove dead PS3 code.
il y a 8 ans
sample.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
sampler.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
sampler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
scene.cpp
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 8 ans
scene.h
scene: minor fix for compilation warnings.
il y a 8 ans
sprite.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
sprite.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
text.cpp
MultiScene: Phase 1: g_scene removal and conversion to Scene::
il y a 8 ans
text.h
text: new features and minor refactoring.
il y a 8 ans
textureimage-private.h
Split Tileset in TextureImage -> Tileset
il y a 8 ans
textureimage.cpp
Revamped Game/Draw groups to split stuff and help spreading tick
il y a 8 ans
textureimage.h
Split Tileset in TextureImage -> Tileset
il y a 8 ans
ticker.cpp
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 8 ans
ticker.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
tiler.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
tiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
tileset.cpp
math: improve the 2D and 3D box classes.
il y a 8 ans
tileset.h
tileset: disable weird inheritance code.
il y a 8 ans
utils.h
Add color var in lua
il y a 8 ans
video.cpp
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 8 ans
video.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
world.cpp
2nd pass on Lua integration.
il y a 8 ans
world.h
2nd pass on Lua integration.
il y a 8 ans
worldentity.cpp
math: improve the 2D and 3D box classes.
il y a 8 ans
worldentity.h
math: improve the 2D and 3D box classes.
il y a 8 ans