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Sam Hocevar 74d2ce93fe polynomial: compute u_norm and v_norm directly and use cbrt() instead of pow(x,1/3). 9 anos atrás
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application fixed 18 files out of 4242: 8 anos atrás
base build: fix license and copyright information. 8 anos atrás
bullet build: remove dead PS3 code. 8 anos atrás
data build: reorganise automake build system. 12 anos atrás
debug engine: move some files around. 8 anos atrás
easymesh btPhysTest is working again, but it still has 7 Ticker::Unref(Shader) that should be there ...... 8 anos atrás
engine engine: move some files around. 8 anos atrás
gpu btPhysTest is working again, but it still has 7 Ticker::Unref(Shader) that should be there ...... 8 anos atrás
image build: fix license and copyright information. 8 anos atrás
input Added Joystick count 8 anos atrás
lol polynomial: compute u_norm and v_norm directly and use cbrt() instead of pow(x,1/3). 8 anos atrás
lolua build: fix license and copyright information. 8 anos atrás
lua Split Tileset in TextureImage -> Tileset 8 anos atrás
math build: fix license and copyright information. 8 anos atrás
mesh build: fix license and copyright information. 8 anos atrás
platform fixed 18 files out of 4242: 8 anos atrás
sys build: fix license and copyright information. 8 anos atrás
t polynomial: adding test with bigger solutions 8 anos atrás
Makefile.am engine: move some files around. 8 anos atrás
audio.cpp build: reorganise includes so that we can use precompiled headers later. 8 anos atrás
audio.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anos atrás
camera.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 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 build: fix license and copyright information. 8 anos atrás
dict.h engine: move some files around. 8 anos atrás
eglapp.cpp build: fix license and copyright information. 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
lolcore.vcxproj engine: move some files around. 8 anos atrás
lolcore.vcxproj.filters engine: move some files around. 8 anos atrás
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anos atrás
lolgl.h build: remove dead PS3 code. 8 anos atrás
lolimgui.cpp misc: carry on with the lowercase rampage. 8 anos atrás
lolimgui.h MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 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 build: fix license and copyright information. 8 anos atrás
sample.h engine: move some files around. 8 anos atrás
sampler.cpp build: reorganise includes so that we can use precompiled headers later. 8 anos atrás
sampler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anos atrás
scene.cpp base: clean up and refactor containers. 8 anos atrás
scene.h fixed 18 files out of 4242: 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 base: clean up and refactor containers. 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 Revamped Game/Draw groups to split stuff and help spreading tick 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 base: clean up and refactor containers. 8 anos atrás
tileset.h engine: move some files around. 8 anos atrás
utils.h base: clean up and refactor containers. 8 anos atrás
video.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 8 anos atrás
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 anos atrás