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Sam Hocevar 441a20af99 misc: fix copyright information here and there. 9 anni fa
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application fixed 18 files out of 4242: 8 anni fa
base build: fix license and copyright information. 8 anni fa
bullet build: remove dead PS3 code. 8 anni fa
data build: reorganise automake build system. 11 anni fa
debug engine: move some files around. 8 anni fa
easymesh btPhysTest is working again, but it still has 7 Ticker::Unref(Shader) that should be there ...... 8 anni fa
engine engine: move some files around. 8 anni fa
gpu btPhysTest is working again, but it still has 7 Ticker::Unref(Shader) that should be there ...... 8 anni fa
image build: fix license and copyright information. 8 anni fa
input Added Joystick count 8 anni fa
lol math: move the matrix-to-quaternion code to a global header. 8 anni fa
lolua misc: fix copyright information here and there. 8 anni fa
lua Split Tileset in TextureImage -> Tileset 8 anni fa
math misc: fix copyright information here and there. 8 anni fa
mesh build: fix license and copyright information. 8 anni fa
platform fixed 18 files out of 4242: 8 anni fa
sys misc: fix copyright information here and there. 8 anni fa
t misc: fix copyright information here and there. 8 anni fa
Makefile.am engine: move some files around. 8 anni fa
audio.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
audio.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
camera.cpp math: move the matrix-to-quaternion code to a global header. 8 anni fa
camera.h engine: move some files around. 8 anni fa
commandstack.h base: clean up and refactor containers. 8 anni fa
dict.cpp build: fix license and copyright information. 8 anni fa
dict.h engine: move some files around. 8 anni fa
eglapp.cpp build: fix license and copyright information. 8 anni fa
eglapp.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
emitter.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
emitter.h engine: move some files around. 8 anni fa
font.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 8 anni fa
font.h engine: move some files around. 8 anni fa
forge.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
forge.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
gradient.cpp Scene stuff is back to non-static logic with a few tricks 8 anni fa
gradient.h engine: move some files around. 8 anni fa
gradient.lolfx scene: start working on the scene class reorganisation. 8 anni fa
light.cpp Scene stuff is back to non-static logic with a few tricks 8 anni fa
light.h engine: move some files around. 8 anni fa
lolcore.vcxproj engine: move some files around. 8 anni fa
lolcore.vcxproj.filters engine: move some files around. 8 anni fa
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
lolgl.h build: remove dead PS3 code. 8 anni fa
lolimgui.cpp misc: fix copyright information here and there. 8 anni fa
lolimgui.h MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 8 anni fa
messageservice.cpp base: clean up and refactor containers. 8 anni fa
messageservice.h Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 8 anni fa
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
platform.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
profiler.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
sample.cpp build: fix license and copyright information. 8 anni fa
sample.h engine: move some files around. 8 anni fa
sampler.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
sampler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
scene.cpp base: clean up and refactor containers. 8 anni fa
scene.h fixed 18 files out of 4242: 8 anni fa
sprite.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
sprite.h engine: move some files around. 8 anni fa
text.cpp base: clean up and refactor containers. 8 anni fa
text.h engine: move some files around. 8 anni fa
textureimage-private.h Split Tileset in TextureImage -> Tileset 8 anni fa
textureimage.cpp Revamped Game/Draw groups to split stuff and help spreading tick 8 anni fa
textureimage.h engine: move some files around. 8 anni fa
tiler.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
tiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa
tileset.cpp base: clean up and refactor containers. 8 anni fa
tileset.h engine: move some files around. 8 anni fa
utils.h base: clean up and refactor containers. 8 anni fa
video.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 8 anni fa
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anni fa