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Sam Hocevar 2443d31a46 math: merge the box2 and box3 type declarations. 11 jaren geleden
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application MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 jaren geleden
base MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 10 jaren geleden
bullet build: remove dead PS3 code. 10 jaren geleden
data build: reorganise automake build system. 13 jaren geleden
debug MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 jaren geleden
easymesh Scene stuff is back to non-static logic with a few tricks 10 jaren geleden
gpu MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 jaren geleden
image build: improve emscripten build. 10 jaren geleden
input scene: fix multiple crashes in release mode and a few warnings. 10 jaren geleden
lol math: merge the box2 and box3 type declarations. 10 jaren geleden
lolua lua: disable 64-bit integer setters. 10 jaren geleden
lua Split Tileset in TextureImage -> Tileset 10 jaren geleden
math misc: lots of compilation fixes for Visual Studio (related to mediocre 10 jaren geleden
mesh Mesh: PrimitiveRenderer naming convention fixup 10 jaren geleden
platform MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 jaren geleden
sys scene: fix multiple crashes in release mode and a few warnings. 10 jaren geleden
t test: minor unit test refactoring. 10 jaren geleden
Makefile.am build: improve emscripten build. 10 jaren geleden
audio.cpp build: reorganise includes so that we can use precompiled headers later. 10 jaren geleden
audio.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
camera.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 jaren geleden
camera.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
commandstack.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
dict.cpp base: some Windows compilation fixes. 10 jaren geleden
dict.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
eglapp.cpp build: "USE_SDL" is now for SDL v2 and "USE_OLD_SDL" for version 1. 10 jaren geleden
eglapp.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
emitter.cpp build: reorganise includes so that we can use precompiled headers later. 10 jaren geleden
emitter.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
entity.cpp Revamped Game/Draw groups to split stuff and help spreading tick 10 jaren geleden
entity.h MultiplMultiScene: Phase 2: No more g_scene access and multiple scene calls support 10 jaren geleden
font.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 10 jaren geleden
font.h MultiScene: Phase 1: g_scene removal and conversion to Scene:: 10 jaren geleden
forge.cpp build: reorganise includes so that we can use precompiled headers later. 10 jaren geleden
forge.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
gradient.cpp Scene stuff is back to non-static logic with a few tricks 10 jaren geleden
gradient.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
gradient.lolfx scene: start working on the scene class reorganisation. 10 jaren geleden
light.cpp Scene stuff is back to non-static logic with a few tricks 10 jaren geleden
light.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
lolcore.vcxproj build: improve emscripten build. 10 jaren geleden
lolcore.vcxproj.filters MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 jaren geleden
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
lolgl.h build: remove dead PS3 code. 10 jaren geleden
lolimgui.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 jaren geleden
lolimgui.h MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 10 jaren geleden
messageservice.cpp Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 10 jaren geleden
messageservice.h Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 10 jaren geleden
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
platform.cpp build: reorganise includes so that we can use precompiled headers later. 10 jaren geleden
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
profiler.cpp build: reorganise includes so that we can use precompiled headers later. 10 jaren geleden
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
sample.cpp build: remove dead PS3 code. 10 jaren geleden
sample.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
sampler.cpp build: reorganise includes so that we can use precompiled headers later. 10 jaren geleden
sampler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
scene.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 jaren geleden
scene.h scene: minor fix for compilation warnings. 10 jaren geleden
sprite.cpp build: reorganise includes so that we can use precompiled headers later. 10 jaren geleden
sprite.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
text.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 10 jaren geleden
text.h text: new features and minor refactoring. 10 jaren geleden
textureimage-private.h Split Tileset in TextureImage -> Tileset 10 jaren geleden
textureimage.cpp Revamped Game/Draw groups to split stuff and help spreading tick 10 jaren geleden
textureimage.h Split Tileset in TextureImage -> Tileset 10 jaren geleden
ticker.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 jaren geleden
ticker.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
tiler.cpp build: reorganise includes so that we can use precompiled headers later. 10 jaren geleden
tiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
tileset.cpp math: improve the 2D and 3D box classes. 10 jaren geleden
tileset.h tileset: disable weird inheritance code. 10 jaren geleden
utils.h Add color var in lua 10 jaren geleden
video.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 jaren geleden
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
world.cpp 2nd pass on Lua integration. 10 jaren geleden
world.h 2nd pass on Lua integration. 10 jaren geleden
worldentity.cpp math: improve the 2D and 3D box classes. 10 jaren geleden
worldentity.h math: improve the 2D and 3D box classes. 10 jaren geleden