..
3rdparty
build: improvements when building as a subproject
10 anni fa
application
build: refactor autotools files for out-of-tree builds.
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
Remove Xbox 360 support, too much stuff no longer compiles.
10 anni fa
engine
scene: start working on a postprocess mechanism.
10 anni fa
gpu
scene: add render buffers and a temporary postprocess
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
sys: make a few functions lowercase.
10 anni fa
lolua
sys: make a few functions lowercase.
10 anni fa
math
math: add τ (tau) to the list of maths constants.
10 anni fa
mesh
build: refactor autotools files for out-of-tree builds.
10 anni fa
platform
build: refactor autotools files for out-of-tree builds.
10 anni fa
sys
sys: make a few functions lowercase.
10 anni fa
t
build: move Lua to a submodule
10 anni fa
Makefile.am
sys: getopt wrapper and reimplementation (first iteration).
10 anni fa
audio.cpp
build: refactor autotools files for out-of-tree builds.
10 anni fa
audio.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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
build: refactor autotools files for out-of-tree builds.
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
scene: start working on the scene class reorganisation.
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
sys: getopt wrapper and reimplementation (first iteration).
10 anni fa
lol-core.vcxproj.filter
sys: getopt wrapper and reimplementation (first iteration).
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
misc: some cleanup in files, including UTF-8 BOM.
10 anni fa
lolimgui.h
misc: some cleanup in files, including UTF-8 BOM.
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
sample.cpp
sys: make a few functions lowercase.
10 anni fa
sample.h
engine: move some files around.
10 anni fa
sampler.cpp
sampler: add a few sanity checks to sampler.
10 anni fa
sampler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
10 anni fa
scene.cpp
scene: add render buffers and a temporary postprocess
10 anni fa
scene.h
scene: start working on a postprocess mechanism.
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