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Sam Hocevar 5d0eec893e math: some more simplifications. 11 lat temu
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application MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 lat temu
base build: fix license and copyright information. 10 lat temu
bullet build: remove dead PS3 code. 10 lat temu
data build: reorganise automake build system. 13 lat temu
debug engine: move some files around. 10 lat temu
easymesh btPhysTest is working again, but it still has 7 Ticker::Unref(Shader) that should be there ...... 10 lat temu
engine engine: move some files around. 10 lat temu
gpu btPhysTest is working again, but it still has 7 Ticker::Unref(Shader) that should be there ...... 10 lat temu
image build: fix license and copyright information. 10 lat temu
input Added Joystick count 10 lat temu
lol math: some more simplifications. 10 lat temu
lolua build: fix license and copyright information. 10 lat temu
lua Split Tileset in TextureImage -> Tileset 10 lat temu
math build: fix license and copyright information. 10 lat temu
mesh build: fix license and copyright information. 10 lat temu
platform engine: move some files around. 10 lat temu
sys build: fix license and copyright information. 10 lat temu
t polynomial: adding test with bigger solutions 10 lat temu
Makefile.am engine: move some files around. 10 lat temu
audio.cpp build: reorganise includes so that we can use precompiled headers later. 10 lat temu
audio.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 lat temu
camera.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 lat temu
camera.h engine: move some files around. 10 lat temu
commandstack.h base: clean up and refactor containers. 10 lat temu
dict.cpp build: fix license and copyright information. 10 lat temu
dict.h engine: move some files around. 10 lat temu
eglapp.cpp build: fix license and copyright information. 10 lat temu
eglapp.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 lat temu
emitter.cpp build: reorganise includes so that we can use precompiled headers later. 10 lat temu
emitter.h engine: move some files around. 10 lat temu
font.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 10 lat temu
font.h engine: move some files around. 10 lat temu
forge.cpp build: reorganise includes so that we can use precompiled headers later. 10 lat temu
forge.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 lat temu
gradient.cpp Scene stuff is back to non-static logic with a few tricks 10 lat temu
gradient.h engine: move some files around. 10 lat temu
gradient.lolfx scene: start working on the scene class reorganisation. 10 lat temu
light.cpp Scene stuff is back to non-static logic with a few tricks 10 lat temu
light.h engine: move some files around. 10 lat temu
lolcore.vcxproj engine: move some files around. 10 lat temu
lolcore.vcxproj.filters engine: move some files around. 10 lat temu
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 lat temu
lolgl.h build: remove dead PS3 code. 10 lat temu
lolimgui.cpp misc: carry on with the lowercase rampage. 10 lat temu
lolimgui.h MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 10 lat temu
messageservice.cpp base: clean up and refactor containers. 10 lat temu
messageservice.h Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 10 lat temu
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 lat temu
platform.cpp build: reorganise includes so that we can use precompiled headers later. 10 lat temu
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 lat temu
profiler.cpp build: reorganise includes so that we can use precompiled headers later. 10 lat temu
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 lat temu
sample.cpp build: fix license and copyright information. 10 lat temu
sample.h engine: move some files around. 10 lat temu
sampler.cpp build: reorganise includes so that we can use precompiled headers later. 10 lat temu
sampler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 lat temu
scene.cpp base: clean up and refactor containers. 10 lat temu
scene.h btPhysTest is working again, but it still has 7 Ticker::Unref(Shader) that should be there ...... 10 lat temu
sprite.cpp build: reorganise includes so that we can use precompiled headers later. 10 lat temu
sprite.h engine: move some files around. 10 lat temu
text.cpp base: clean up and refactor containers. 10 lat temu
text.h engine: move some files around. 10 lat temu
textureimage-private.h Split Tileset in TextureImage -> Tileset 10 lat temu
textureimage.cpp Revamped Game/Draw groups to split stuff and help spreading tick 10 lat temu
textureimage.h engine: move some files around. 10 lat temu
tiler.cpp build: reorganise includes so that we can use precompiled headers later. 10 lat temu
tiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 lat temu
tileset.cpp base: clean up and refactor containers. 10 lat temu
tileset.h engine: move some files around. 10 lat temu
utils.h base: clean up and refactor containers. 10 lat temu
video.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 lat temu
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 lat temu