..
application
fixed 18 files out of 4242:
il y a 8 ans
base
build: fix license and copyright information.
il y a 8 ans
bullet
build: remove dead PS3 code.
il y a 8 ans
data
build: reorganise automake build system.
il y a 12 ans
debug
engine: move some files around.
il y a 8 ans
easymesh
btPhysTest is working again, but it still has 7 Ticker::Unref(Shader) that should be there ......
il y a 8 ans
engine
engine: move some files around.
il y a 8 ans
gpu
btPhysTest is working again, but it still has 7 Ticker::Unref(Shader) that should be there ......
il y a 8 ans
image
build: fix license and copyright information.
il y a 8 ans
input
Added Joystick count
il y a 8 ans
lol
polynomial: compute u_norm and v_norm directly and use cbrt() instead of pow(x,1/3).
il y a 8 ans
lolua
build: fix license and copyright information.
il y a 8 ans
lua
Split Tileset in TextureImage -> Tileset
il y a 8 ans
math
build: fix license and copyright information.
il y a 8 ans
mesh
build: fix license and copyright information.
il y a 8 ans
platform
fixed 18 files out of 4242:
il y a 8 ans
sys
build: fix license and copyright information.
il y a 8 ans
t
polynomial: adding test with bigger solutions
il y a 8 ans
Makefile.am
engine: move some files around.
il y a 8 ans
audio.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
audio.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
camera.cpp
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 8 ans
camera.h
engine: move some files around.
il y a 8 ans
commandstack.h
base: clean up and refactor containers.
il y a 8 ans
dict.cpp
build: fix license and copyright information.
il y a 8 ans
dict.h
engine: move some files around.
il y a 8 ans
eglapp.cpp
build: fix license and copyright information.
il y a 8 ans
eglapp.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
emitter.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
emitter.h
engine: move some files around.
il y a 8 ans
font.cpp
MultiScene: Phase 1: g_scene removal and conversion to Scene::
il y a 8 ans
font.h
engine: move some files around.
il y a 8 ans
forge.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
forge.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
gradient.cpp
Scene stuff is back to non-static logic with a few tricks
il y a 8 ans
gradient.h
engine: move some files around.
il y a 8 ans
gradient.lolfx
scene: start working on the scene class reorganisation.
il y a 8 ans
light.cpp
Scene stuff is back to non-static logic with a few tricks
il y a 8 ans
light.h
engine: move some files around.
il y a 8 ans
lolcore.vcxproj
engine: move some files around.
il y a 8 ans
lolcore.vcxproj.filters
engine: move some files around.
il y a 8 ans
loldebug.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
lolgl.h
build: remove dead PS3 code.
il y a 8 ans
lolimgui.cpp
misc: carry on with the lowercase rampage.
il y a 8 ans
lolimgui.h
MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks
il y a 8 ans
messageservice.cpp
base: clean up and refactor containers.
il y a 8 ans
messageservice.h
Removed all the enum macros, because this was shit and admitting that is the first step to global world domination.
il y a 8 ans
numeric.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
platform.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
platform.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
profiler.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
profiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
sample.cpp
build: fix license and copyright information.
il y a 8 ans
sample.h
engine: move some files around.
il y a 8 ans
sampler.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
sampler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
scene.cpp
base: clean up and refactor containers.
il y a 8 ans
scene.h
fixed 18 files out of 4242:
il y a 8 ans
sprite.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
sprite.h
engine: move some files around.
il y a 8 ans
text.cpp
base: clean up and refactor containers.
il y a 8 ans
text.h
engine: move some files around.
il y a 8 ans
textureimage-private.h
Split Tileset in TextureImage -> Tileset
il y a 8 ans
textureimage.cpp
Revamped Game/Draw groups to split stuff and help spreading tick
il y a 8 ans
textureimage.h
engine: move some files around.
il y a 8 ans
tiler.cpp
build: reorganise includes so that we can use precompiled headers later.
il y a 8 ans
tiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans
tileset.cpp
base: clean up and refactor containers.
il y a 8 ans
tileset.h
engine: move some files around.
il y a 8 ans
utils.h
base: clean up and refactor containers.
il y a 8 ans
video.cpp
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 8 ans
video.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
il y a 8 ans