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Sam Hocevar 2443d31a46 math: merge the box2 and box3 type declarations. 9 anni fa
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application MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 8 anni fa
base MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 8 anni fa
bullet build: remove dead PS3 code. 8 anni fa
data build: reorganise automake build system. 11 anni fa
debug MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 8 anni fa
easymesh Scene stuff is back to non-static logic with a few tricks 8 anni fa
gpu MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 8 anni fa
image build: improve emscripten build. 8 anni fa
input scene: fix multiple crashes in release mode and a few warnings. 8 anni fa
lol math: merge the box2 and box3 type declarations. 8 anni fa
lolua lua: disable 64-bit integer setters. 8 anni fa
lua Split Tileset in TextureImage -> Tileset 8 anni fa
math misc: lots of compilation fixes for Visual Studio (related to mediocre 8 anni fa
mesh Mesh: PrimitiveRenderer naming convention fixup 8 anni fa
platform MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 8 anni fa
sys scene: fix multiple crashes in release mode and a few warnings. 8 anni fa
t test: minor unit test refactoring. 8 anni fa
Makefile.am build: improve emscripten build. 8 anni fa
audio.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
audio.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
camera.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 8 anni fa
camera.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
commandstack.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
dict.cpp base: some Windows compilation fixes. 8 anni fa
dict.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
eglapp.cpp build: "USE_SDL" is now for SDL v2 and "USE_OLD_SDL" for version 1. 8 anni fa
eglapp.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
emitter.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
emitter.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
entity.cpp Revamped Game/Draw groups to split stuff and help spreading tick 8 anni fa
entity.h MultiplMultiScene: Phase 2: No more g_scene access and multiple scene calls support 8 anni fa
font.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 8 anni fa
font.h MultiScene: Phase 1: g_scene removal and conversion to Scene:: 8 anni fa
forge.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
forge.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
gradient.cpp Scene stuff is back to non-static logic with a few tricks 8 anni fa
gradient.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
gradient.lolfx scene: start working on the scene class reorganisation. 8 anni fa
light.cpp Scene stuff is back to non-static logic with a few tricks 8 anni fa
light.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
lolcore.vcxproj build: improve emscripten build. 8 anni fa
lolcore.vcxproj.filters MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 8 anni fa
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
lolgl.h build: remove dead PS3 code. 8 anni fa
lolimgui.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 8 anni fa
lolimgui.h MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 8 anni fa
messageservice.cpp Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 8 anni fa
messageservice.h Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 8 anni fa
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
platform.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
profiler.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
sample.cpp build: remove dead PS3 code. 8 anni fa
sample.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
sampler.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
sampler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
scene.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 8 anni fa
scene.h scene: minor fix for compilation warnings. 8 anni fa
sprite.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
sprite.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
text.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 8 anni fa
text.h text: new features and minor refactoring. 8 anni fa
textureimage-private.h Split Tileset in TextureImage -> Tileset 8 anni fa
textureimage.cpp Revamped Game/Draw groups to split stuff and help spreading tick 8 anni fa
textureimage.h Split Tileset in TextureImage -> Tileset 8 anni fa
ticker.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 8 anni fa
ticker.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
tiler.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
tiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
tileset.cpp math: improve the 2D and 3D box classes. 8 anni fa
tileset.h tileset: disable weird inheritance code. 8 anni fa
utils.h Add color var in lua 8 anni fa
video.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 8 anni fa
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
world.cpp 2nd pass on Lua integration. 8 anni fa
world.h 2nd pass on Lua integration. 8 anni fa
worldentity.cpp math: improve the 2D and 3D box classes. 8 anni fa
worldentity.h math: improve the 2D and 3D box classes. 8 anni fa