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Sam Hocevar 6a35a64dd5 sys: make a few functions lowercase. 10 anni fa
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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