..
3rdparty
Update PEGTL submodule to a custom branch of ours.
il y a 8 ans
application
build: refactor autotools files for out-of-tree builds.
il y a 8 ans
base
build: fix some issues with WIN32_LEAN_AND_MEAN redefinitions.
il y a 8 ans
data
build: refactor autotools files for out-of-tree builds.
il y a 8 ans
debug
zepto8: add a Visual Studio project.
il y a 8 ans
easymesh
Remove Xbox 360 support, too much stuff no longer compiles.
il y a 8 ans
engine
scene: add Scene::pre_render and post_render
il y a 8 ans
gpu
scene: add render buffers and a temporary postprocess
il y a 8 ans
image
sys: make a few functions lowercase.
il y a 8 ans
input
misc: some cleanup in files, including UTF-8 BOM.
il y a 8 ans
lol
base: add operator for char + String
il y a 8 ans
lolua
sys: make a few functions lowercase.
il y a 8 ans
math
math: add τ (tau) to the list of maths constants.
il y a 8 ans
mesh
build: refactor autotools files for out-of-tree builds.
il y a 8 ans
platform
build: refactor autotools files for out-of-tree builds.
il y a 8 ans
sys
getopt: Windows build fix
il y a 8 ans
t
build: clean up “make dist” rules.
il y a 8 ans
Makefile.am
build: clean up “make dist” rules.
il y a 8 ans
audio.cpp
build: refactor autotools files for out-of-tree builds.
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
Remove Xbox 360 support, too much stuff no longer compiles.
il y a 8 ans
camera.h
engine: move some files around.
il y a 8 ans
commandstack.h
base: clean up and refactor containers.
il y a 8 ans
dict.cpp
Remove Xbox 360 support, too much stuff no longer compiles.
il y a 8 ans
dict.h
engine: move some files around.
il y a 8 ans
eglapp.cpp
build: refactor autotools files for out-of-tree builds.
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
engine: move some files around.
il y a 8 ans
font.cpp
MultiScene: Phase 1: g_scene removal and conversion to Scene::
il y a 8 ans
font.h
engine: move some files around.
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
engine: move some files around.
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
engine: move some files around.
il y a 8 ans
lol-core.vcxproj
sys: getopt wrapper and reimplementation (first iteration).
il y a 8 ans
lol-core.vcxproj.filter
sys: getopt wrapper and reimplementation (first iteration).
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: refactor autotools files for out-of-tree builds.
il y a 8 ans
lolimgui.cpp
misc: some cleanup in files, including UTF-8 BOM.
il y a 8 ans
lolimgui.h
misc: some cleanup in files, including UTF-8 BOM.
il y a 8 ans
messageservice.cpp
base: clean up and refactor containers.
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
sys: make a few functions lowercase.
il y a 8 ans
sample.h
engine: move some files around.
il y a 8 ans
sampler.cpp
sampler: add a few sanity checks to sampler.
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
scene: add Scene::pre_render and post_render
il y a 8 ans
scene.h
scene: add Scene::pre_render and post_render
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
engine: move some files around.
il y a 8 ans
text.cpp
misc: some cleanup in files, including UTF-8 BOM.
il y a 8 ans
text.h
engine: move some files around.
il y a 8 ans
textureimage-private.h
Split Tileset in TextureImage -> Tileset
il y a 8 ans
textureimage.cpp
gpu: remove 1200 lines of old DirectX 9 code.
il y a 8 ans
textureimage.h
engine: move some files around.
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
gpu: remove 1200 lines of old DirectX 9 code.
il y a 8 ans
tileset.h
tileset: rename AddTile() to define_tile().
il y a 8 ans
utils.h
misc: some cleanup in files, including UTF-8 BOM.
il y a 8 ans
video.cpp
build: refactor autotools files for out-of-tree builds.
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