選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。
Benjamin ‘Touky’ Huet b0e0678468 Mesh: PrimitiveRenderer naming convention fixup 10年前
..
application Added Thread classes 9年前
base MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 9年前
bullet build: remove dead PS3 code. 9年前
data build: reorganise automake build system. 12年前
debug Scene stuff is back to non-static logic with a few tricks 9年前
easymesh Scene stuff is back to non-static logic with a few tricks 9年前
gpu gpu: fix syntax issue in shader. 9年前
image math: improve the 2D and 3D box classes. 9年前
input input: temporary workaround for a bug preventing us from binding the “A” key with SDL. 9年前
lol Mesh: PrimitiveRenderer naming convention fixup 9年前
lolua lua: disable 64-bit integer setters. 9年前
lua Split Tileset in TextureImage -> Tileset 9年前
math misc: lots of compilation fixes for Visual Studio (related to mediocre 9年前
mesh Mesh: PrimitiveRenderer naming convention fixup 9年前
platform Scene stuff is back to non-static logic with a few tricks 9年前
sys sys: work around a threading-related Visual Studio bug. 9年前
t test: minor unit test refactoring. 9年前
Makefile.am Mesh: PrimitiveRenderer naming convention fixup 9年前
audio.cpp build: reorganise includes so that we can use precompiled headers later. 9年前
audio.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
camera.cpp Revamped Game/Draw groups to split stuff and help spreading tick 9年前
camera.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
commandstack.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
dict.cpp base: some Windows compilation fixes. 9年前
dict.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
eglapp.cpp build: "USE_SDL" is now for SDL v2 and "USE_OLD_SDL" for version 1. 9年前
eglapp.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
emitter.cpp build: reorganise includes so that we can use precompiled headers later. 9年前
emitter.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
entity.cpp Revamped Game/Draw groups to split stuff and help spreading tick 9年前
entity.h MultiplMultiScene: Phase 2: No more g_scene access and multiple scene calls support 9年前
font.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 9年前
font.h MultiScene: Phase 1: g_scene removal and conversion to Scene:: 9年前
forge.cpp build: reorganise includes so that we can use precompiled headers later. 9年前
forge.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
gradient.cpp Scene stuff is back to non-static logic with a few tricks 9年前
gradient.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
gradient.lolfx scene: start working on the scene class reorganisation. 9年前
light.cpp Scene stuff is back to non-static logic with a few tricks 9年前
light.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
lolcore.vcxproj Mesh: PrimitiveRenderer naming convention fixup 9年前
lolcore.vcxproj.filters Mesh: PrimitiveRenderer naming convention fixup 9年前
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
lolgl.h build: remove dead PS3 code. 9年前
lolimgui.cpp MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 9年前
lolimgui.h MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 9年前
messageservice.cpp Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 9年前
messageservice.h Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 9年前
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
platform.cpp build: reorganise includes so that we can use precompiled headers later. 9年前
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
profiler.cpp build: reorganise includes so that we can use precompiled headers later. 9年前
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
sample.cpp build: remove dead PS3 code. 9年前
sample.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
sampler.cpp build: reorganise includes so that we can use precompiled headers later. 9年前
sampler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
scene.cpp MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 9年前
scene.h MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 9年前
sprite.cpp build: reorganise includes so that we can use precompiled headers later. 9年前
sprite.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
text.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 9年前
text.h text: new features and minor refactoring. 9年前
textureimage-private.h Split Tileset in TextureImage -> Tileset 9年前
textureimage.cpp Revamped Game/Draw groups to split stuff and help spreading tick 9年前
textureimage.h Split Tileset in TextureImage -> Tileset 9年前
ticker.cpp MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 9年前
ticker.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
tiler.cpp build: reorganise includes so that we can use precompiled headers later. 9年前
tiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
tileset.cpp math: improve the 2D and 3D box classes. 9年前
tileset.h tileset: disable weird inheritance code. 9年前
utils.h Add color var in lua 9年前
video.cpp math: improve the 2D and 3D box classes. 9年前
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9年前
world.cpp 2nd pass on Lua integration. 9年前
world.h 2nd pass on Lua integration. 9年前
worldentity.cpp math: improve the 2D and 3D box classes. 9年前
worldentity.h math: improve the 2D and 3D box classes. 9年前