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