..
3rdparty
Migrate to Visual Studio 2017.
il y a 7 ans
application
Allow to build without SDL or ffmpeg.
il y a 7 ans
audio
audio: do not free buffers that SDL may be using.
il y a 8 ans
base
Disable debug messages by default and downgrade a few messages.
il y a 7 ans
data
build: refactor autotools files for out-of-tree builds.
il y a 8 ans
debug
DebugDrawContext pass
il y a 8 ans
easymesh
Fix erratic indentation and file encoding.
il y a 7 ans
engine
Disable debug messages by default and downgrade a few messages.
il y a 7 ans
gpu
3rdparty: upgrade PEGTL to its latest version (2.1.4 or something).
il y a 7 ans
image
Fix erratic indentation and file encoding.
il y a 7 ans
input
input: fix uninitialised variable.
il y a 8 ans
lol
Fix unused variable warnings in the polynomial code.
il y a 7 ans
lolua
Merge remote-tracking branch 'origin/lolperso_changes' into lolperso_changes
il y a 8 ans
math
math: tweak the real number printing routine.
il y a 7 ans
mesh
fixed 9 files out of 506:
il y a 8 ans
platform
Disable debug messages by default and downgrade a few messages.
il y a 7 ans
sys
getopt: fix an assert triggered in the Windows runtime.
il y a 7 ans
t
Migrate to Visual Studio 2017.
il y a 7 ans
Makefile.am
Allow to build without SDL or ffmpeg.
il y a 7 ans
camera.cpp
Remove Xbox 360 support, too much stuff no longer compiles.
il y a 8 ans
camera.h
engine: move some files around.
il y a 8 ans
commandstack.h
base: clean up and refactor containers.
il y a 8 ans
dict.cpp
Remove Xbox 360 support, too much stuff no longer compiles.
il y a 8 ans
dict.h
engine: move some files around.
il y a 8 ans
eglapp.cpp
audio: reorganise files
il y a 8 ans
eglapp.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
emitter.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
emitter.h
engine: move some files around.
il y a 8 ans
font.cpp
MultiScene: Phase 1: g_scene removal and conversion to Scene::
il y a 8 ans
font.h
engine: move some files around.
il y a 8 ans
forge.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
forge.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
gradient.cpp
Scene stuff is back to non-static logic with a few tricks
il y a 8 ans
gradient.h
engine: move some files around.
il y a 8 ans
gradient.lolfx
Clean up a lot of shader crap
il y a 8 ans
light.cpp
Scene stuff is back to non-static logic with a few tricks
il y a 8 ans
light.h
engine: move some files around.
il y a 8 ans
lol-core.vcxproj
Migrate to Visual Studio 2017.
il y a 7 ans
lol-core.vcxproj.filter
build: fix Windows build and LolFx generation
il y a 8 ans
loldebug.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
lolgl.h
build: fix compilation on MSYS2 when glew is not available. Fixes #8.
il y a 7 ans
lolimgui.cpp
imgui extension + tileset
il y a 8 ans
lolimgui.h
imgui extension + tileset
il y a 8 ans
messageservice.cpp
base: clean up and refactor containers.
il y a 8 ans
messageservice.h
Removed all the enum macros, because this was shit and admitting that is the first step to global world domination.
il y a 8 ans
numeric.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
platform.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
platform.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
profiler.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
profiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
scene.cpp
imgui extension
il y a 8 ans
scene.h
DebugDrawContext pass
il y a 8 ans
sprite.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
sprite.h
engine: move some files around.
il y a 8 ans
text.cpp
misc: some cleanup in files, including UTF-8 BOM.
il y a 8 ans
text.h
engine: move some files around.
il y a 8 ans
textureimage-private.h
Split Tileset in TextureImage -> Tileset
il y a 8 ans
textureimage.cpp
image: more method renaming for consistency.
il y a 7 ans
textureimage.h
image: rename some stuff.
il y a 8 ans
tiler.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
tiler.h
image: rename some stuff.
il y a 8 ans
tileset.cpp
ResourceLoader + tileset tweaks
il y a 8 ans
tileset.h
image: rename some stuff.
il y a 8 ans
utils.h
Lolua refactor 2nd pass: New version is much simpler and practical
il y a 8 ans
video.cpp
build: refactor autotools files for out-of-tree builds.
il y a 8 ans
video.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans