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Sam Hocevar 25ad63d33d scene: add Scene::pre_render and post_render 10 jaren geleden
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3rdparty Update PEGTL submodule to a custom branch of ours. 10 jaren geleden
application build: refactor autotools files for out-of-tree builds. 10 jaren geleden
base build: fix some issues with WIN32_LEAN_AND_MEAN redefinitions. 10 jaren geleden
data build: refactor autotools files for out-of-tree builds. 10 jaren geleden
debug zepto8: add a Visual Studio project. 10 jaren geleden
easymesh Remove Xbox 360 support, too much stuff no longer compiles. 10 jaren geleden
engine scene: add Scene::pre_render and post_render 10 jaren geleden
gpu scene: add render buffers and a temporary postprocess 10 jaren geleden
image sys: make a few functions lowercase. 10 jaren geleden
input misc: some cleanup in files, including UTF-8 BOM. 10 jaren geleden
lol base: add operator for char + String 10 jaren geleden
lolua sys: make a few functions lowercase. 10 jaren geleden
math math: add τ (tau) to the list of maths constants. 10 jaren geleden
mesh build: refactor autotools files for out-of-tree builds. 10 jaren geleden
platform build: refactor autotools files for out-of-tree builds. 10 jaren geleden
sys getopt: Windows build fix 10 jaren geleden
t build: clean up “make dist” rules. 10 jaren geleden
Makefile.am build: clean up “make dist” rules. 10 jaren geleden
audio.cpp build: refactor autotools files for out-of-tree builds. 10 jaren geleden
audio.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
camera.cpp Remove Xbox 360 support, too much stuff no longer compiles. 10 jaren geleden
camera.h engine: move some files around. 10 jaren geleden
commandstack.h base: clean up and refactor containers. 10 jaren geleden
dict.cpp Remove Xbox 360 support, too much stuff no longer compiles. 10 jaren geleden
dict.h engine: move some files around. 10 jaren geleden
eglapp.cpp build: refactor autotools files for out-of-tree builds. 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 engine: move some files around. 10 jaren geleden
font.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 10 jaren geleden
font.h engine: move some files around. 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 engine: move some files around. 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 engine: move some files around. 10 jaren geleden
lol-core.vcxproj sys: getopt wrapper and reimplementation (first iteration). 10 jaren geleden
lol-core.vcxproj.filter sys: getopt wrapper and reimplementation (first iteration). 10 jaren geleden
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
lolgl.h build: refactor autotools files for out-of-tree builds. 10 jaren geleden
lolimgui.cpp misc: some cleanup in files, including UTF-8 BOM. 10 jaren geleden
lolimgui.h misc: some cleanup in files, including UTF-8 BOM. 10 jaren geleden
messageservice.cpp base: clean up and refactor containers. 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 sys: make a few functions lowercase. 10 jaren geleden
sample.h engine: move some files around. 10 jaren geleden
sampler.cpp sampler: add a few sanity checks to sampler. 10 jaren geleden
sampler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
scene.cpp scene: add Scene::pre_render and post_render 10 jaren geleden
scene.h scene: add Scene::pre_render and post_render 10 jaren geleden
sprite.cpp build: reorganise includes so that we can use precompiled headers later. 10 jaren geleden
sprite.h engine: move some files around. 10 jaren geleden
text.cpp misc: some cleanup in files, including UTF-8 BOM. 10 jaren geleden
text.h engine: move some files around. 10 jaren geleden
textureimage-private.h Split Tileset in TextureImage -> Tileset 10 jaren geleden
textureimage.cpp gpu: remove 1200 lines of old DirectX 9 code. 10 jaren geleden
textureimage.h engine: move some files around. 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 gpu: remove 1200 lines of old DirectX 9 code. 10 jaren geleden
tileset.h tileset: rename AddTile() to define_tile(). 10 jaren geleden
utils.h misc: some cleanup in files, including UTF-8 BOM. 10 jaren geleden
video.cpp build: refactor autotools files for out-of-tree builds. 10 jaren geleden
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden