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Sam Hocevar 2c6a0d1029 bullet: update vcxproj. 10 jaren geleden
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application Remove Xbox 360 support, too much stuff no longer compiles. 10 jaren geleden
base build: fix some issues with WIN32_LEAN_AND_MEAN redefinitions. 10 jaren geleden
bullet bullet: update vcxproj. 10 jaren geleden
data build: reorganise automake build system. 13 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: start working on a postprocess mechanism. 10 jaren geleden
gpu gpu: remove 1200 lines of old DirectX 9 code. 10 jaren geleden
image build: fix issues with SDL detection on 32-bit systems. 10 jaren geleden
input misc: some cleanup in files, including UTF-8 BOM. 10 jaren geleden
lol gpu: remove 1200 lines of old DirectX 9 code. 10 jaren geleden
lolua win64: various VS 2015 build fixes. 10 jaren geleden
lua build: rename liblolcore to liblol-core, etc. 10 jaren geleden
math math: add τ (tau) to the list of maths constants. 10 jaren geleden
mesh misc: some cleanup in files, including UTF-8 BOM. 10 jaren geleden
platform gpu: remove 1200 lines of old DirectX 9 code. 10 jaren geleden
sys sys: allow to load images with an absolute path. 10 jaren geleden
t build: rename liblolcore to liblol-core, etc. 10 jaren geleden
Makefile.am build: rename liblolcore to liblol-core, etc. 10 jaren geleden
audio.cpp build: fix issues with SDL detection on 32-bit systems. 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 misc: some cleanup in files, including UTF-8 BOM. 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 build: rename liblolcore to liblol-core, etc. 10 jaren geleden
lol-core.vcxproj.filter build: rename liblolcore to liblol-core, etc. 10 jaren geleden
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden
lolgl.h build: use <GL/glew.h> instead of <glew.h>. 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 core: minor cosmetic fix. 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 gpu: remove 1200 lines of old DirectX 9 code. 10 jaren geleden
scene.h scene: start working on a postprocess mechanism. 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 gpu: remove 1200 lines of old DirectX 9 code. 10 jaren geleden
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 jaren geleden