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Sam Hocevar 6a35a64dd5 sys: make a few functions lowercase. 10 anos atrás
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3rdparty build: improvements when building as a subproject 10 anos atrás
application build: refactor autotools files for out-of-tree builds. 10 anos atrás
base build: fix some issues with WIN32_LEAN_AND_MEAN redefinitions. 10 anos atrás
data build: refactor autotools files for out-of-tree builds. 10 anos atrás
debug zepto8: add a Visual Studio project. 10 anos atrás
easymesh Remove Xbox 360 support, too much stuff no longer compiles. 10 anos atrás
engine scene: start working on a postprocess mechanism. 10 anos atrás
gpu scene: add render buffers and a temporary postprocess 10 anos atrás
image sys: make a few functions lowercase. 10 anos atrás
input misc: some cleanup in files, including UTF-8 BOM. 10 anos atrás
lol sys: make a few functions lowercase. 10 anos atrás
lolua sys: make a few functions lowercase. 10 anos atrás
math math: add τ (tau) to the list of maths constants. 10 anos atrás
mesh build: refactor autotools files for out-of-tree builds. 10 anos atrás
platform build: refactor autotools files for out-of-tree builds. 10 anos atrás
sys sys: make a few functions lowercase. 10 anos atrás
t build: move Lua to a submodule 10 anos atrás
Makefile.am sys: getopt wrapper and reimplementation (first iteration). 10 anos atrás
audio.cpp build: refactor autotools files for out-of-tree builds. 10 anos atrás
audio.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 anos atrás
camera.cpp Remove Xbox 360 support, too much stuff no longer compiles. 10 anos atrás
camera.h engine: move some files around. 10 anos atrás
commandstack.h base: clean up and refactor containers. 10 anos atrás
dict.cpp Remove Xbox 360 support, too much stuff no longer compiles. 10 anos atrás
dict.h engine: move some files around. 10 anos atrás
eglapp.cpp build: refactor autotools files for out-of-tree builds. 10 anos atrás
eglapp.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 anos atrás
emitter.cpp build: reorganise includes so that we can use precompiled headers later. 10 anos atrás
emitter.h engine: move some files around. 10 anos atrás
font.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 10 anos atrás
font.h engine: move some files around. 10 anos atrás
forge.cpp build: reorganise includes so that we can use precompiled headers later. 10 anos atrás
forge.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 anos atrás
gradient.cpp Scene stuff is back to non-static logic with a few tricks 10 anos atrás
gradient.h engine: move some files around. 10 anos atrás
gradient.lolfx scene: start working on the scene class reorganisation. 10 anos atrás
light.cpp Scene stuff is back to non-static logic with a few tricks 10 anos atrás
light.h engine: move some files around. 10 anos atrás
lol-core.vcxproj sys: getopt wrapper and reimplementation (first iteration). 10 anos atrás
lol-core.vcxproj.filter sys: getopt wrapper and reimplementation (first iteration). 10 anos atrás
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 anos atrás
lolgl.h build: refactor autotools files for out-of-tree builds. 10 anos atrás
lolimgui.cpp misc: some cleanup in files, including UTF-8 BOM. 10 anos atrás
lolimgui.h misc: some cleanup in files, including UTF-8 BOM. 10 anos atrás
messageservice.cpp base: clean up and refactor containers. 10 anos atrás
messageservice.h Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 10 anos atrás
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 anos atrás
platform.cpp build: reorganise includes so that we can use precompiled headers later. 10 anos atrás
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 anos atrás
profiler.cpp build: reorganise includes so that we can use precompiled headers later. 10 anos atrás
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 anos atrás
sample.cpp sys: make a few functions lowercase. 10 anos atrás
sample.h engine: move some files around. 10 anos atrás
sampler.cpp sampler: add a few sanity checks to sampler. 10 anos atrás
sampler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 anos atrás
scene.cpp scene: add render buffers and a temporary postprocess 10 anos atrás
scene.h scene: start working on a postprocess mechanism. 10 anos atrás
sprite.cpp build: reorganise includes so that we can use precompiled headers later. 10 anos atrás
sprite.h engine: move some files around. 10 anos atrás
text.cpp misc: some cleanup in files, including UTF-8 BOM. 10 anos atrás
text.h engine: move some files around. 10 anos atrás
textureimage-private.h Split Tileset in TextureImage -> Tileset 10 anos atrás
textureimage.cpp gpu: remove 1200 lines of old DirectX 9 code. 10 anos atrás
textureimage.h engine: move some files around. 10 anos atrás
tiler.cpp build: reorganise includes so that we can use precompiled headers later. 10 anos atrás
tiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 anos atrás
tileset.cpp gpu: remove 1200 lines of old DirectX 9 code. 10 anos atrás
tileset.h tileset: rename AddTile() to define_tile(). 10 anos atrás
utils.h misc: some cleanup in files, including UTF-8 BOM. 10 anos atrás
video.cpp build: refactor autotools files for out-of-tree builds. 10 anos atrás
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 anos atrás