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Sam Hocevar b11e6bd537 audio: more feedback upon initialisation. 6 jaren geleden
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3rdparty build: remove built-in bullet compilation on Linux. 6 jaren geleden
application input: fix various input bugs. 6 jaren geleden
audio audio: more feedback upon initialisation. 6 jaren geleden
base emscripten: log to stdout instead of stderr. 6 jaren geleden
data build: refactor autotools files for out-of-tree builds. 8 jaren geleden
debug entity: add a flag system. 6 jaren geleden
easymesh Various compilation warning and error fixes. 6 jaren geleden
engine ticker: better mechanism for entity init/release. 6 jaren geleden
gpu Rename some classes and methods to lowercase. 6 jaren geleden
image image: port FFmpeg encoder to the new API to stop calling deprecated functions. 6 jaren geleden
lol math: use type traits instead of multiple macros for math functions. 6 jaren geleden
lolua Switch to upstream Lua master branch. 6 jaren geleden
math math: fix a bug in real::cbrt() that completely broke the function. 6 jaren geleden
mesh Fix a crash on exit caused by shader deletion. 6 jaren geleden
sys Fix all visible compilation warnings in Visual Studio. 6 jaren geleden
t test: add a unit test of real::cbrt() and fix the camera unit test. 6 jaren geleden
ui audio: allow to load a sample from raw data. 6 jaren geleden
Makefile.am build: remove built-in bullet compilation on Linux. 6 jaren geleden
camera.cpp engine: start working on a tickable object, cleaner than entities. 6 jaren geleden
camera.h Another lowercase switching frenzy, because why not. 6 jaren geleden
commandstack.h base: clean up and refactor containers. 8 jaren geleden
emitter.cpp entity: add a flag system. 6 jaren geleden
emitter.h entity: add a flag system. 6 jaren geleden
font.cpp entity: add a flag system. 6 jaren geleden
font.h entity: add a flag system. 6 jaren geleden
gradient.cpp entity: add a flag system. 6 jaren geleden
gradient.h Use smart pointers in a lot of the rendering code. 6 jaren geleden
gradient.lolfx Clean up a lot of shader crap 8 jaren geleden
light.cpp engine: start working on a tickable object, cleaner than entities. 6 jaren geleden
light.h Another lowercase switching frenzy, because why not. 6 jaren geleden
lol-core.vcxproj build: fix a few CRLF issues and make .gitattributes more robust. 6 jaren geleden
lol-core.vcxproj.filters RIP lol::Controller and lol::InputProfile ⚰️ LOL 6 jaren geleden
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 jaren geleden
lolgl.h Various emscripten compilation fixes. 6 jaren geleden
messageservice.cpp Various emscripten compilation fixes. 6 jaren geleden
messageservice.h RIP lol::String ⚰️ LOL 7 jaren geleden
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 jaren geleden
platform.cpp build: reorganise includes so that we can use precompiled headers later. 8 jaren geleden
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 jaren geleden
profiler.cpp Rename lol::Timer to lol::timer. Because. 7 jaren geleden
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 jaren geleden
scene.cpp entity: add a flag system. 6 jaren geleden
scene.h entity: add a flag system. 6 jaren geleden
sprite.cpp entity: add a flag system. 6 jaren geleden
sprite.h Another lowercase switching frenzy, because why not. 6 jaren geleden
text.cpp entity: add a flag system. 6 jaren geleden
text.h entity: add a flag system. 6 jaren geleden
textureimage-private.h RIP lol::String ⚰️ LOL 7 jaren geleden
textureimage.cpp entity: add a flag system. 6 jaren geleden
textureimage.h entity: add a flag system. 6 jaren geleden
tileset.cpp entity: add a flag system. 6 jaren geleden
tileset.h entity: add a flag system. 6 jaren geleden
utils.h Get rid of numerous uses of lol::String. 7 jaren geleden
video.cpp Allow to resize the SDL window and propagate changes to the scene. 6 jaren geleden
video.h Allow to resize the SDL window and propagate changes to the scene. 6 jaren geleden