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