..
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