..
3rdparty
first test for lolimgui
10 anni fa
application
build: refactor autotools files for out-of-tree builds.
10 anni fa
audio
audio: minimal streaming API
10 anni fa
base
build: fix some issues with WIN32_LEAN_AND_MEAN redefinitions.
10 anni fa
data
build: refactor autotools files for out-of-tree builds.
10 anni fa
debug
zepto8: add a Visual Studio project.
10 anni fa
easymesh
- ImGUI is now operational again
10 anni fa
engine
scene: add Scene::pre_render and post_render
10 anni fa
gpu
- ImGUI is now operational again
10 anni fa
image
sys: make a few functions lowercase.
10 anni fa
input
misc: some cleanup in files, including UTF-8 BOM.
10 anni fa
lol
- ImGUI is now operational again
10 anni fa
lolua
lua: replace lol::LuaState with the original lua_State
10 anni fa
math
math: allow to create real numbers from long doubles
10 anni fa
mesh
- ImGUI is now operational again
10 anni fa
platform
audio: reorganise files
10 anni fa
sys
Moving entire timer code in timer.h
10 anni fa
t
math: allow to create real numbers from long doubles
10 anni fa
Makefile.am
audio: reorganise files
10 anni fa
camera.cpp
Remove Xbox 360 support, too much stuff no longer compiles.
10 anni fa
camera.h
engine: move some files around.
10 anni fa
commandstack.h
base: clean up and refactor containers.
10 anni fa
dict.cpp
Remove Xbox 360 support, too much stuff no longer compiles.
10 anni fa
dict.h
engine: move some files around.
10 anni fa
eglapp.cpp
audio: reorganise files
10 anni fa
eglapp.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
10 anni fa
emitter.cpp
build: reorganise includes so that we can use precompiled headers later.
10 anni fa
emitter.h
engine: move some files around.
10 anni fa
font.cpp
MultiScene: Phase 1: g_scene removal and conversion to Scene::
10 anni fa
font.h
engine: move some files around.
10 anni fa
forge.cpp
build: reorganise includes so that we can use precompiled headers later.
10 anni fa
forge.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
10 anni fa
gradient.cpp
Scene stuff is back to non-static logic with a few tricks
10 anni fa
gradient.h
engine: move some files around.
10 anni fa
gradient.lolfx
Clean up a lot of shader crap
10 anni fa
light.cpp
Scene stuff is back to non-static logic with a few tricks
10 anni fa
light.h
engine: move some files around.
10 anni fa
lol-core.vcxproj
first test for lolimgui
10 anni fa
lol-core.vcxproj.filter
build: fix Windows build and LolFx generation
10 anni fa
loldebug.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
10 anni fa
lolgl.h
build: refactor autotools files for out-of-tree builds.
10 anni fa
lolimgui.cpp
- ImGUI is now operational again
10 anni fa
lolimgui.h
first test for lolimgui
10 anni fa
messageservice.cpp
base: clean up and refactor containers.
10 anni fa
messageservice.h
Removed all the enum macros, because this was shit and admitting that is the first step to global world domination.
10 anni fa
numeric.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
10 anni fa
platform.cpp
build: reorganise includes so that we can use precompiled headers later.
10 anni fa
platform.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
10 anni fa
profiler.cpp
build: reorganise includes so that we can use precompiled headers later.
10 anni fa
profiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
10 anni fa
scene.cpp
build: add path to lolfx resource names
10 anni fa
scene.h
scene: add Scene::pre_render and post_render
10 anni fa
sprite.cpp
build: reorganise includes so that we can use precompiled headers later.
10 anni fa
sprite.h
engine: move some files around.
10 anni fa
text.cpp
misc: some cleanup in files, including UTF-8 BOM.
10 anni fa
text.h
engine: move some files around.
10 anni fa
textureimage-private.h
Split Tileset in TextureImage -> Tileset
10 anni fa
textureimage.cpp
gpu: remove 1200 lines of old DirectX 9 code.
10 anni fa
textureimage.h
engine: move some files around.
10 anni fa
tiler.cpp
build: reorganise includes so that we can use precompiled headers later.
10 anni fa
tiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
10 anni fa
tileset.cpp
gpu: remove 1200 lines of old DirectX 9 code.
10 anni fa
tileset.h
tileset: rename AddTile() to define_tile().
10 anni fa
utils.h
misc: some cleanup in files, including UTF-8 BOM.
10 anni fa
video.cpp
build: refactor autotools files for out-of-tree builds.
10 anni fa
video.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
10 anni fa