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Sam Hocevar 2c6a0d1029 bullet: update vcxproj. 8 anni fa
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application Remove Xbox 360 support, too much stuff no longer compiles. 8 anni fa
base build: fix some issues with WIN32_LEAN_AND_MEAN redefinitions. 8 anni fa
bullet bullet: update vcxproj. 8 anni fa
data build: reorganise automake build system. 11 anni fa
debug zepto8: add a Visual Studio project. 8 anni fa
easymesh Remove Xbox 360 support, too much stuff no longer compiles. 8 anni fa
engine scene: start working on a postprocess mechanism. 8 anni fa
gpu gpu: remove 1200 lines of old DirectX 9 code. 8 anni fa
image build: fix issues with SDL detection on 32-bit systems. 8 anni fa
input misc: some cleanup in files, including UTF-8 BOM. 8 anni fa
lol gpu: remove 1200 lines of old DirectX 9 code. 8 anni fa
lolua win64: various VS 2015 build fixes. 8 anni fa
lua build: rename liblolcore to liblol-core, etc. 8 anni fa
math math: add τ (tau) to the list of maths constants. 8 anni fa
mesh misc: some cleanup in files, including UTF-8 BOM. 8 anni fa
platform gpu: remove 1200 lines of old DirectX 9 code. 8 anni fa
sys sys: allow to load images with an absolute path. 8 anni fa
t build: rename liblolcore to liblol-core, etc. 8 anni fa
Makefile.am build: rename liblolcore to liblol-core, etc. 8 anni fa
audio.cpp build: fix issues with SDL detection on 32-bit systems. 8 anni fa
audio.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
camera.cpp Remove Xbox 360 support, too much stuff no longer compiles. 8 anni fa
camera.h engine: move some files around. 8 anni fa
commandstack.h base: clean up and refactor containers. 8 anni fa
dict.cpp Remove Xbox 360 support, too much stuff no longer compiles. 8 anni fa
dict.h engine: move some files around. 8 anni fa
eglapp.cpp misc: some cleanup in files, including UTF-8 BOM. 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 engine: move some files around. 8 anni fa
font.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 8 anni fa
font.h engine: move some files around. 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 engine: move some files around. 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 engine: move some files around. 8 anni fa
lol-core.vcxproj build: rename liblolcore to liblol-core, etc. 8 anni fa
lol-core.vcxproj.filter build: rename liblolcore to liblol-core, etc. 8 anni fa
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
lolgl.h build: use <GL/glew.h> instead of <glew.h>. 8 anni fa
lolimgui.cpp misc: some cleanup in files, including UTF-8 BOM. 8 anni fa
lolimgui.h misc: some cleanup in files, including UTF-8 BOM. 8 anni fa
messageservice.cpp base: clean up and refactor containers. 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 core: minor cosmetic fix. 8 anni fa
sample.h engine: move some files around. 8 anni fa
sampler.cpp sampler: add a few sanity checks to sampler. 8 anni fa
sampler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
scene.cpp gpu: remove 1200 lines of old DirectX 9 code. 8 anni fa
scene.h scene: start working on a postprocess mechanism. 8 anni fa
sprite.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
sprite.h engine: move some files around. 8 anni fa
text.cpp misc: some cleanup in files, including UTF-8 BOM. 8 anni fa
text.h engine: move some files around. 8 anni fa
textureimage-private.h Split Tileset in TextureImage -> Tileset 8 anni fa
textureimage.cpp gpu: remove 1200 lines of old DirectX 9 code. 8 anni fa
textureimage.h engine: move some files around. 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 gpu: remove 1200 lines of old DirectX 9 code. 8 anni fa
tileset.h tileset: rename AddTile() to define_tile(). 8 anni fa
utils.h misc: some cleanup in files, including UTF-8 BOM. 8 anni fa
video.cpp gpu: remove 1200 lines of old DirectX 9 code. 8 anni fa
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa