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Sam Hocevar 2e4aabbc29 ticker: better mechanism for entity init/release. 6 anni fa
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3rdparty build: fix a few CRLF issues and make .gitattributes more robust. 6 anni fa
application sdl: fix clang build. 6 anni fa
audio entity: add a flag system. 6 anni fa
base Fix all visible compilation warnings in Visual Studio. 6 anni fa
data build: refactor autotools files for out-of-tree builds. 9 anni fa
debug entity: add a flag system. 6 anni fa
easymesh Various compilation warning and error fixes. 6 anni fa
engine ticker: better mechanism for entity init/release. 6 anni fa
gpu Rename some classes and methods to lowercase. 6 anni fa
image image: port FFmpeg encoder to the new API to stop calling deprecated functions. 6 anni fa
lol entity: add a flag system. 6 anni fa
lolua Switch to upstream Lua master branch. 7 anni fa
math math: fix a bug in real::cbrt() that completely broke the function. 6 anni fa
mesh Fix a crash on exit caused by shader deletion. 6 anni fa
sys Fix all visible compilation warnings in Visual Studio. 6 anni fa
t test: add a unit test of real::cbrt() and fix the camera unit test. 6 anni fa
ui entity: add a flag system. 6 anni fa
Makefile.am build: fix “make dist”; a few header references were missing. 6 anni fa
camera.cpp engine: start working on a tickable object, cleaner than entities. 6 anni fa
camera.h Another lowercase switching frenzy, because why not. 7 anni fa
commandstack.h base: clean up and refactor containers. 9 anni fa
emitter.cpp entity: add a flag system. 6 anni fa
emitter.h entity: add a flag system. 6 anni fa
font.cpp entity: add a flag system. 6 anni fa
font.h entity: add a flag system. 6 anni fa
gradient.cpp entity: add a flag system. 6 anni fa
gradient.h Use smart pointers in a lot of the rendering code. 6 anni fa
gradient.lolfx Clean up a lot of shader crap 9 anni fa
light.cpp engine: start working on a tickable object, cleaner than entities. 6 anni fa
light.h Another lowercase switching frenzy, because why not. 7 anni fa
lol-core.vcxproj build: fix a few CRLF issues and make .gitattributes more robust. 6 anni fa
lol-core.vcxproj.filters RIP lol::Controller and lol::InputProfile ⚰️ LOL 6 anni fa
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 anni fa
lolgl.h Various emscripten compilation fixes. 7 anni fa
messageservice.cpp Various emscripten compilation fixes. 7 anni fa
messageservice.h RIP lol::String ⚰️ LOL 8 anni fa
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 anni fa
platform.cpp build: reorganise includes so that we can use precompiled headers later. 9 anni fa
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 anni fa
profiler.cpp Rename lol::Timer to lol::timer. Because. 8 anni fa
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 anni fa
scene.cpp entity: add a flag system. 6 anni fa
scene.h entity: add a flag system. 6 anni fa
sprite.cpp entity: add a flag system. 6 anni fa
sprite.h Another lowercase switching frenzy, because why not. 7 anni fa
text.cpp entity: add a flag system. 6 anni fa
text.h entity: add a flag system. 6 anni fa
textureimage-private.h RIP lol::String ⚰️ LOL 8 anni fa
textureimage.cpp entity: add a flag system. 6 anni fa
textureimage.h entity: add a flag system. 6 anni fa
tileset.cpp entity: add a flag system. 6 anni fa
tileset.h entity: add a flag system. 6 anni fa
utils.h Get rid of numerous uses of lol::String. 8 anni fa
video.cpp Allow to resize the SDL window and propagate changes to the scene. 7 anni fa
video.h Allow to resize the SDL window and propagate changes to the scene. 7 anni fa