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Sam Hocevar 2cb4324574 ui: fix a compilation warning. 5 jaren geleden
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3rdparty 3rdparty: fix Win32/x64 bullet builds. 5 jaren geleden
application gpu: implement GL debug context logging. 5 jaren geleden
audio audio: fix build with SDL_Mixer disabled. 5 jaren geleden
base nx: add a logger. 5 jaren geleden
data build: refactor autotools files for out-of-tree builds. 8 jaren geleden
debug entity: add a flag system. 5 jaren geleden
easymesh easymesh: comment out a lot of code that was just causing compilation warnings 5 jaren geleden
engine scene: do not clear the scene twice. 5 jaren geleden
gpu gpu: reformat GL debug information to make it far more compact. 5 jaren geleden
image image: port FFmpeg encoder to the new API to stop calling deprecated functions. 5 jaren geleden
lol gpu: fix numerous OpenGL programming errors. 5 jaren geleden
lolua Switch to upstream Lua master branch. 6 jaren geleden
math math: implement <<(ostream &, real). 5 jaren geleden
mesh gpu: fix numerous OpenGL programming errors. 5 jaren geleden
private nx: update submodule. 5 jaren geleden
sys sys: minor tweaks to filesystem load order. 5 jaren geleden
t Add NX64 platform to projects. 5 jaren geleden
ui ui: fix a compilation warning. 5 jaren geleden
Makefile.am gpu: make the GL errors non-fatal but still log an error. 5 jaren geleden
camera.cpp engine: start working on a tickable object, cleaner than entities. 6 jaren geleden
camera.h Another lowercase switching frenzy, because why not. 6 jaren geleden
commandstack.h base: clean up and refactor containers. 8 jaren geleden
emitter.cpp entity: add a flag system. 5 jaren geleden
emitter.h entity: add a flag system. 5 jaren geleden
font.cpp entity: add a flag system. 5 jaren geleden
font.h entity: add a flag system. 5 jaren geleden
gradient.cpp entity: add a flag system. 5 jaren geleden
gradient.h Use smart pointers in a lot of the rendering code. 6 jaren geleden
gradient.lolfx Clean up a lot of shader crap 8 jaren geleden
light.cpp engine: start working on a tickable object, cleaner than entities. 6 jaren geleden
light.h Another lowercase switching frenzy, because why not. 6 jaren geleden
lol-core.vcxproj gpu: make the GL errors non-fatal but still log an error. 5 jaren geleden
lol-core.vcxproj.filters gpu: make the GL errors non-fatal but still log an error. 5 jaren geleden
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 jaren geleden
lolgl.h gpu: make the GL errors non-fatal but still log an error. 5 jaren geleden
messageservice.cpp Various emscripten compilation fixes. 6 jaren geleden
messageservice.h RIP lol::String ⚰️ LOL 7 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 Rename lol::Timer to lol::timer. Because. 7 jaren geleden
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 jaren geleden
scene.cpp gpu: fix numerous OpenGL programming errors. 5 jaren geleden
scene.h entity: add a flag system. 5 jaren geleden
sprite.cpp entity: add a flag system. 5 jaren geleden
sprite.h Another lowercase switching frenzy, because why not. 6 jaren geleden
text.cpp entity: add a flag system. 5 jaren geleden
text.h entity: add a flag system. 5 jaren geleden
textureimage-private.h RIP lol::String ⚰️ LOL 7 jaren geleden
textureimage.cpp entity: add a flag system. 5 jaren geleden
textureimage.h entity: add a flag system. 5 jaren geleden
tileset.cpp entity: add a flag system. 5 jaren geleden
tileset.h entity: add a flag system. 5 jaren geleden
utils.h Get rid of numerous uses of lol::String. 7 jaren geleden
video.cpp Allow to resize the SDL window and propagate changes to the scene. 6 jaren geleden
video.h Allow to resize the SDL window and propagate changes to the scene. 6 jaren geleden