..
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