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