..
3rdparty
imgui: update submodule to latest docking branch.
6 years ago
application
input: start implementing controller features directly in the input device.
6 years ago
audio
audio: clean up code.
6 years ago
base
Fix all visible compilation warnings in Visual Studio.
6 years ago
data
build: refactor autotools files for out-of-tree builds.
8 years ago
debug
engine: continue deprecating the entity stuff.
6 years ago
easymesh
Various compilation warning and error fixes.
6 years ago
engine
ticker: fix a crash upon exit on Windows.
6 years ago
gpu
Rename some classes and methods to lowercase.
6 years ago
image
Fix all visible compilation warnings in Visual Studio.
6 years ago
lol
input: remove dead code and more cleanup.
6 years ago
lolua
Switch to upstream Lua master branch.
6 years ago
math
input: remove dead code and more cleanup.
6 years ago
mesh
Fix a crash on exit caused by shader deletion.
6 years ago
sys
Fix all visible compilation warnings in Visual Studio.
6 years ago
t
Remove old feature macros that are no longer relevant nowadays.
6 years ago
ui
input: start replacing controller functions with standard input functions.
6 years ago
Makefile.am
build: clean up lol-core vcxproj filters and improve DLL copying.
6 years ago
camera.cpp
engine: start working on a tickable object, cleaner than entities.
6 years ago
camera.h
Another lowercase switching frenzy, because why not.
6 years ago
commandstack.h
base: clean up and refactor containers.
8 years ago
emitter.cpp
Another lowercase switching frenzy, because why not.
6 years ago
emitter.h
Another lowercase switching frenzy, because why not.
6 years ago
font.cpp
engine: start working on a tickable object, cleaner than entities.
6 years ago
font.h
engine: get rid of the Dict class (WIP).
6 years ago
gradient.cpp
Use smart pointers in a lot of the rendering code.
6 years ago
gradient.h
Use smart pointers in a lot of the rendering code.
6 years ago
gradient.lolfx
Clean up a lot of shader crap
8 years ago
light.cpp
engine: start working on a tickable object, cleaner than entities.
6 years ago
light.h
Another lowercase switching frenzy, because why not.
6 years ago
lol-core.vcxproj
build: clean up lol-core vcxproj filters and improve DLL copying.
6 years ago
lol-core.vcxproj.filters
build: clean up lol-core vcxproj filters and improve DLL copying.
6 years ago
loldebug.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 years ago
lolgl.h
Various emscripten compilation fixes.
6 years ago
messageservice.cpp
Various emscripten compilation fixes.
6 years ago
messageservice.h
RIP lol::String ⚰️ LOL
7 years ago
numeric.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 years ago
platform.cpp
build: reorganise includes so that we can use precompiled headers later.
8 years ago
platform.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 years ago
profiler.cpp
Rename lol::Timer to lol::timer. Because.
7 years ago
profiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 years ago
scene.cpp
scene: fix regression in primitive rendering.
6 years ago
scene.h
Use smart pointers in a lot of the rendering code.
6 years ago
sprite.cpp
Another lowercase switching frenzy, because why not.
6 years ago
sprite.h
Another lowercase switching frenzy, because why not.
6 years ago
text.cpp
engine: start working on a tickable object, cleaner than entities.
6 years ago
text.h
Another lowercase switching frenzy, because why not.
6 years ago
textureimage-private.h
RIP lol::String ⚰️ LOL
7 years ago
textureimage.cpp
engine: start working on a tickable object, cleaner than entities.
6 years ago
textureimage.h
Another lowercase switching frenzy, because why not.
6 years ago
tileset.cpp
engine: get rid of the Dict class (WIP).
6 years ago
tileset.h
engine: get rid of the Dict class (WIP).
6 years ago
utils.h
Get rid of numerous uses of lol::String.
7 years ago
video.cpp
Allow to resize the SDL window and propagate changes to the scene.
6 years ago
video.h
Allow to resize the SDL window and propagate changes to the scene.
6 years ago