..
3rdparty
3rdparty: fix Win32/x64 bullet builds.
6 anos atrás
application
gpu: implement GL debug context logging.
6 anos atrás
audio
audio: fix build with SDL_Mixer disabled.
6 anos atrás
base
nx: add a logger.
6 anos atrás
data
build: refactor autotools files for out-of-tree builds.
9 anos atrás
debug
entity: add a flag system.
6 anos atrás
easymesh
easymesh: comment out a lot of code that was just causing compilation warnings
6 anos atrás
engine
ticker: better mechanism for entity init/release.
6 anos atrás
gpu
gpu: fix numerous OpenGL programming errors.
6 anos atrás
image
image: port FFmpeg encoder to the new API to stop calling deprecated functions.
6 anos atrás
lol
gpu: fix numerous OpenGL programming errors.
6 anos atrás
lolua
Switch to upstream Lua master branch.
7 anos atrás
math
math: implement <<(ostream &, real).
6 anos atrás
mesh
gpu: fix numerous OpenGL programming errors.
6 anos atrás
private
nx: update submodule.
6 anos atrás
sys
Fix all visible compilation warnings in Visual Studio.
7 anos atrás
t
Add NX64 platform to projects.
6 anos atrás
ui
ui: disable imgui ini file loading; some platforms don’t have fopen().
6 anos atrás
Makefile.am
gpu: make the GL errors non-fatal but still log an error.
6 anos atrás
camera.cpp
engine: start working on a tickable object, cleaner than entities.
6 anos atrás
camera.h
Another lowercase switching frenzy, because why not.
7 anos atrás
commandstack.h
base: clean up and refactor containers.
9 anos atrás
emitter.cpp
entity: add a flag system.
6 anos atrás
emitter.h
entity: add a flag system.
6 anos atrás
font.cpp
entity: add a flag system.
6 anos atrás
font.h
entity: add a flag system.
6 anos atrás
gradient.cpp
entity: add a flag system.
6 anos atrás
gradient.h
Use smart pointers in a lot of the rendering code.
7 anos atrás
gradient.lolfx
Clean up a lot of shader crap
9 anos atrás
light.cpp
engine: start working on a tickable object, cleaner than entities.
6 anos atrás
light.h
Another lowercase switching frenzy, because why not.
7 anos atrás
lol-core.vcxproj
gpu: make the GL errors non-fatal but still log an error.
6 anos atrás
lol-core.vcxproj.filters
gpu: make the GL errors non-fatal but still log an error.
6 anos atrás
loldebug.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
9 anos atrás
lolgl.h
gpu: make the GL errors non-fatal but still log an error.
6 anos atrás
messageservice.cpp
Various emscripten compilation fixes.
7 anos atrás
messageservice.h
RIP lol::String ⚰️ LOL
8 anos atrás
numeric.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
9 anos atrás
platform.cpp
build: reorganise includes so that we can use precompiled headers later.
9 anos atrás
platform.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
9 anos atrás
profiler.cpp
Rename lol::Timer to lol::timer. Because.
8 anos atrás
profiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
9 anos atrás
scene.cpp
gpu: fix numerous OpenGL programming errors.
6 anos atrás
scene.h
entity: add a flag system.
6 anos atrás
sprite.cpp
entity: add a flag system.
6 anos atrás
sprite.h
Another lowercase switching frenzy, because why not.
7 anos atrás
text.cpp
entity: add a flag system.
6 anos atrás
text.h
entity: add a flag system.
6 anos atrás
textureimage-private.h
RIP lol::String ⚰️ LOL
8 anos atrás
textureimage.cpp
entity: add a flag system.
6 anos atrás
textureimage.h
entity: add a flag system.
6 anos atrás
tileset.cpp
entity: add a flag system.
6 anos atrás
tileset.h
entity: add a flag system.
6 anos atrás
utils.h
Get rid of numerous uses of lol::String.
8 anos atrás
video.cpp
Allow to resize the SDL window and propagate changes to the scene.
7 anos atrás
video.h
Allow to resize the SDL window and propagate changes to the scene.
7 anos atrás