..
3rdparty
build: improvements when building as a subproject
8 anos atrás
application
build: refactor autotools files for out-of-tree builds.
8 anos atrás
base
build: fix some issues with WIN32_LEAN_AND_MEAN redefinitions.
8 anos atrás
data
build: refactor autotools files for out-of-tree builds.
8 anos atrás
debug
zepto8: add a Visual Studio project.
8 anos atrás
easymesh
Remove Xbox 360 support, too much stuff no longer compiles.
8 anos atrás
engine
scene: start working on a postprocess mechanism.
8 anos atrás
gpu
scene: add render buffers and a temporary postprocess
8 anos atrás
image
sys: make a few functions lowercase.
8 anos atrás
input
misc: some cleanup in files, including UTF-8 BOM.
8 anos atrás
lol
sys: make a few functions lowercase.
8 anos atrás
lolua
sys: make a few functions lowercase.
8 anos atrás
math
math: add τ (tau) to the list of maths constants.
8 anos atrás
mesh
build: refactor autotools files for out-of-tree builds.
8 anos atrás
platform
build: refactor autotools files for out-of-tree builds.
8 anos atrás
sys
sys: make a few functions lowercase.
8 anos atrás
t
build: move Lua to a submodule
8 anos atrás
Makefile.am
sys: getopt wrapper and reimplementation (first iteration).
8 anos atrás
audio.cpp
build: refactor autotools files for out-of-tree builds.
8 anos atrás
audio.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 anos atrás
camera.cpp
Remove Xbox 360 support, too much stuff no longer compiles.
8 anos atrás
camera.h
engine: move some files around.
8 anos atrás
commandstack.h
base: clean up and refactor containers.
8 anos atrás
dict.cpp
Remove Xbox 360 support, too much stuff no longer compiles.
8 anos atrás
dict.h
engine: move some files around.
8 anos atrás
eglapp.cpp
build: refactor autotools files for out-of-tree builds.
8 anos atrás
eglapp.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 anos atrás
emitter.cpp
build: reorganise includes so that we can use precompiled headers later.
8 anos atrás
emitter.h
engine: move some files around.
8 anos atrás
font.cpp
MultiScene: Phase 1: g_scene removal and conversion to Scene::
8 anos atrás
font.h
engine: move some files around.
8 anos atrás
forge.cpp
build: reorganise includes so that we can use precompiled headers later.
8 anos atrás
forge.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 anos atrás
gradient.cpp
Scene stuff is back to non-static logic with a few tricks
8 anos atrás
gradient.h
engine: move some files around.
8 anos atrás
gradient.lolfx
scene: start working on the scene class reorganisation.
8 anos atrás
light.cpp
Scene stuff is back to non-static logic with a few tricks
8 anos atrás
light.h
engine: move some files around.
8 anos atrás
lol-core.vcxproj
sys: getopt wrapper and reimplementation (first iteration).
8 anos atrás
lol-core.vcxproj.filter
sys: getopt wrapper and reimplementation (first iteration).
8 anos atrás
loldebug.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 anos atrás
lolgl.h
build: refactor autotools files for out-of-tree builds.
8 anos atrás
lolimgui.cpp
misc: some cleanup in files, including UTF-8 BOM.
8 anos atrás
lolimgui.h
misc: some cleanup in files, including UTF-8 BOM.
8 anos atrás
messageservice.cpp
base: clean up and refactor containers.
8 anos atrás
messageservice.h
Removed all the enum macros, because this was shit and admitting that is the first step to global world domination.
8 anos atrás
numeric.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 anos atrás
platform.cpp
build: reorganise includes so that we can use precompiled headers later.
8 anos atrás
platform.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 anos atrás
profiler.cpp
build: reorganise includes so that we can use precompiled headers later.
8 anos atrás
profiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 anos atrás
sample.cpp
sys: make a few functions lowercase.
8 anos atrás
sample.h
engine: move some files around.
8 anos atrás
sampler.cpp
sampler: add a few sanity checks to sampler.
8 anos atrás
sampler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 anos atrás
scene.cpp
scene: add render buffers and a temporary postprocess
8 anos atrás
scene.h
scene: start working on a postprocess mechanism.
8 anos atrás
sprite.cpp
build: reorganise includes so that we can use precompiled headers later.
8 anos atrás
sprite.h
engine: move some files around.
8 anos atrás
text.cpp
misc: some cleanup in files, including UTF-8 BOM.
8 anos atrás
text.h
engine: move some files around.
8 anos atrás
textureimage-private.h
Split Tileset in TextureImage -> Tileset
8 anos atrás
textureimage.cpp
gpu: remove 1200 lines of old DirectX 9 code.
8 anos atrás
textureimage.h
engine: move some files around.
8 anos atrás
tiler.cpp
build: reorganise includes so that we can use precompiled headers later.
8 anos atrás
tiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 anos atrás
tileset.cpp
gpu: remove 1200 lines of old DirectX 9 code.
8 anos atrás
tileset.h
tileset: rename AddTile() to define_tile().
8 anos atrás
utils.h
misc: some cleanup in files, including UTF-8 BOM.
8 anos atrás
video.cpp
build: refactor autotools files for out-of-tree builds.
8 anos atrás
video.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
8 anos atrás