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Sam Hocevar 74d2ce93fe polynomial: compute u_norm and v_norm directly and use cbrt() instead of pow(x,1/3). 11 лет назад
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application fixed 18 files out of 4242: 10 лет назад
base build: fix license and copyright information. 10 лет назад
bullet build: remove dead PS3 code. 10 лет назад
data build: reorganise automake build system. 13 лет назад
debug engine: move some files around. 10 лет назад
easymesh btPhysTest is working again, but it still has 7 Ticker::Unref(Shader) that should be there ...... 10 лет назад
engine engine: move some files around. 10 лет назад
gpu btPhysTest is working again, but it still has 7 Ticker::Unref(Shader) that should be there ...... 10 лет назад
image build: fix license and copyright information. 10 лет назад
input Added Joystick count 10 лет назад
lol polynomial: compute u_norm and v_norm directly and use cbrt() instead of pow(x,1/3). 10 лет назад
lolua build: fix license and copyright information. 10 лет назад
lua Split Tileset in TextureImage -> Tileset 10 лет назад
math build: fix license and copyright information. 10 лет назад
mesh build: fix license and copyright information. 10 лет назад
platform fixed 18 files out of 4242: 10 лет назад
sys build: fix license and copyright information. 10 лет назад
t polynomial: adding test with bigger solutions 10 лет назад
Makefile.am engine: move some files around. 10 лет назад
audio.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
audio.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
camera.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 лет назад
camera.h engine: move some files around. 10 лет назад
commandstack.h base: clean up and refactor containers. 10 лет назад
dict.cpp build: fix license and copyright information. 10 лет назад
dict.h engine: move some files around. 10 лет назад
eglapp.cpp build: fix license and copyright information. 10 лет назад
eglapp.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
emitter.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
emitter.h engine: move some files around. 10 лет назад
font.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 10 лет назад
font.h engine: move some files around. 10 лет назад
forge.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
forge.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
gradient.cpp Scene stuff is back to non-static logic with a few tricks 10 лет назад
gradient.h engine: move some files around. 10 лет назад
gradient.lolfx scene: start working on the scene class reorganisation. 10 лет назад
light.cpp Scene stuff is back to non-static logic with a few tricks 10 лет назад
light.h engine: move some files around. 10 лет назад
lolcore.vcxproj engine: move some files around. 10 лет назад
lolcore.vcxproj.filters engine: move some files around. 10 лет назад
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
lolgl.h build: remove dead PS3 code. 10 лет назад
lolimgui.cpp misc: carry on with the lowercase rampage. 10 лет назад
lolimgui.h MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 10 лет назад
messageservice.cpp base: clean up and refactor containers. 10 лет назад
messageservice.h Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 10 лет назад
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
platform.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
profiler.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
sample.cpp build: fix license and copyright information. 10 лет назад
sample.h engine: move some files around. 10 лет назад
sampler.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
sampler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
scene.cpp base: clean up and refactor containers. 10 лет назад
scene.h fixed 18 files out of 4242: 10 лет назад
sprite.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
sprite.h engine: move some files around. 10 лет назад
text.cpp base: clean up and refactor containers. 10 лет назад
text.h engine: move some files around. 10 лет назад
textureimage-private.h Split Tileset in TextureImage -> Tileset 10 лет назад
textureimage.cpp Revamped Game/Draw groups to split stuff and help spreading tick 10 лет назад
textureimage.h engine: move some files around. 10 лет назад
tiler.cpp build: reorganise includes so that we can use precompiled headers later. 10 лет назад
tiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад
tileset.cpp base: clean up and refactor containers. 10 лет назад
tileset.h engine: move some files around. 10 лет назад
utils.h base: clean up and refactor containers. 10 лет назад
video.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 лет назад
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 10 лет назад