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