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Sam Hocevar c4df7f7f91 nx: ensure projects that use OpenGL compile properly. 5 years ago
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3rdparty Start porting the engine to the Nintendo Switch. 5 years ago
application sdl: display GL context version upon creation. 5 years ago
audio audio: fix build with SDL_Mixer disabled. 5 years ago
base emscripten: log to stdout instead of stderr. 5 years ago
data build: refactor autotools files for out-of-tree builds. 8 years ago
debug entity: add a flag system. 5 years ago
easymesh easymesh: comment out a lot of code that was just causing compilation warnings 5 years ago
engine ticker: better mechanism for entity init/release. 5 years ago
gpu nx: ensure projects that use OpenGL compile properly. 5 years ago
image image: port FFmpeg encoder to the new API to stop calling deprecated functions. 5 years ago
lol nx: ensure projects that use OpenGL compile properly. 5 years ago
lolua Switch to upstream Lua master branch. 5 years ago
math math: implement <<(ostream &, real). 5 years ago
mesh Fix a crash on exit caused by shader deletion. 5 years ago
private nx: ensure projects that use OpenGL compile properly. 5 years ago
sys Fix all visible compilation warnings in Visual Studio. 5 years ago
t Add NX64 platform to projects. 5 years ago
ui Start porting the engine to the Nintendo Switch. 5 years ago
Makefile.am build: remove built-in bullet compilation on Linux. 5 years ago
camera.cpp engine: start working on a tickable object, cleaner than entities. 5 years ago
camera.h Another lowercase switching frenzy, because why not. 6 years ago
commandstack.h base: clean up and refactor containers. 8 years ago
emitter.cpp entity: add a flag system. 5 years ago
emitter.h entity: add a flag system. 5 years ago
font.cpp entity: add a flag system. 5 years ago
font.h entity: add a flag system. 5 years ago
gradient.cpp entity: add a flag system. 5 years ago
gradient.h Use smart pointers in a lot of the rendering code. 5 years ago
gradient.lolfx Clean up a lot of shader crap 8 years ago
light.cpp engine: start working on a tickable object, cleaner than entities. 5 years ago
light.h Another lowercase switching frenzy, because why not. 6 years ago
lol-core.vcxproj Start porting the engine to the Nintendo Switch. 5 years ago
lol-core.vcxproj.filters RIP lol::Controller and lol::InputProfile ⚰️ LOL 5 years ago
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 years ago
lolgl.h nx: ensure projects that use OpenGL compile properly. 5 years ago
messageservice.cpp Various emscripten compilation fixes. 5 years ago
messageservice.h RIP lol::String ⚰️ LOL 6 years ago
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 years ago
platform.cpp build: reorganise includes so that we can use precompiled headers later. 8 years ago
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 years ago
profiler.cpp Rename lol::Timer to lol::timer. Because. 7 years ago
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 8 years ago
scene.cpp entity: add a flag system. 5 years ago
scene.h entity: add a flag system. 5 years ago
sprite.cpp entity: add a flag system. 5 years ago
sprite.h Another lowercase switching frenzy, because why not. 6 years ago
text.cpp entity: add a flag system. 5 years ago
text.h entity: add a flag system. 5 years ago
textureimage-private.h RIP lol::String ⚰️ LOL 6 years ago
textureimage.cpp entity: add a flag system. 5 years ago
textureimage.h entity: add a flag system. 5 years ago
tileset.cpp entity: add a flag system. 5 years ago
tileset.h entity: add a flag system. 5 years ago
utils.h Get rid of numerous uses of lol::String. 7 years ago
video.cpp Allow to resize the SDL window and propagate changes to the scene. 5 years ago
video.h Allow to resize the SDL window and propagate changes to the scene. 5 years ago