Vous ne pouvez pas sélectionner plus de 25 sujets Les noms de sujets doivent commencer par une lettre ou un nombre, peuvent contenir des tirets ('-') et peuvent comporter jusqu'à 35 caractères.
Sam Hocevar c4df7f7f91 nx: ensure projects that use OpenGL compile properly. il y a 5 ans
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3rdparty Start porting the engine to the Nintendo Switch. il y a 5 ans
application sdl: display GL context version upon creation. il y a 5 ans
audio audio: fix build with SDL_Mixer disabled. il y a 5 ans
base emscripten: log to stdout instead of stderr. il y a 5 ans
data build: refactor autotools files for out-of-tree builds. il y a 8 ans
debug entity: add a flag system. il y a 5 ans
easymesh easymesh: comment out a lot of code that was just causing compilation warnings il y a 5 ans
engine ticker: better mechanism for entity init/release. il y a 5 ans
gpu nx: ensure projects that use OpenGL compile properly. il y a 5 ans
image image: port FFmpeg encoder to the new API to stop calling deprecated functions. il y a 5 ans
lol nx: ensure projects that use OpenGL compile properly. il y a 5 ans
lolua Switch to upstream Lua master branch. il y a 5 ans
math math: implement <<(ostream &, real). il y a 5 ans
mesh Fix a crash on exit caused by shader deletion. il y a 5 ans
private nx: ensure projects that use OpenGL compile properly. il y a 5 ans
sys Fix all visible compilation warnings in Visual Studio. il y a 5 ans
t Add NX64 platform to projects. il y a 5 ans
ui Start porting the engine to the Nintendo Switch. il y a 5 ans
Makefile.am build: remove built-in bullet compilation on Linux. il y a 5 ans
camera.cpp engine: start working on a tickable object, cleaner than entities. il y a 5 ans
camera.h Another lowercase switching frenzy, because why not. il y a 6 ans
commandstack.h base: clean up and refactor containers. il y a 8 ans
emitter.cpp entity: add a flag system. il y a 5 ans
emitter.h entity: add a flag system. il y a 5 ans
font.cpp entity: add a flag system. il y a 5 ans
font.h entity: add a flag system. il y a 5 ans
gradient.cpp entity: add a flag system. il y a 5 ans
gradient.h Use smart pointers in a lot of the rendering code. il y a 5 ans
gradient.lolfx Clean up a lot of shader crap il y a 8 ans
light.cpp engine: start working on a tickable object, cleaner than entities. il y a 5 ans
light.h Another lowercase switching frenzy, because why not. il y a 6 ans
lol-core.vcxproj Start porting the engine to the Nintendo Switch. il y a 5 ans
lol-core.vcxproj.filters RIP lol::Controller and lol::InputProfile ⚰️ LOL il y a 5 ans
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, il y a 8 ans
lolgl.h nx: ensure projects that use OpenGL compile properly. il y a 5 ans
messageservice.cpp Various emscripten compilation fixes. il y a 5 ans
messageservice.h RIP lol::String ⚰️ LOL il y a 6 ans
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, il y a 8 ans
platform.cpp build: reorganise includes so that we can use precompiled headers later. il y a 8 ans
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, il y a 8 ans
profiler.cpp Rename lol::Timer to lol::timer. Because. il y a 7 ans
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, il y a 8 ans
scene.cpp entity: add a flag system. il y a 5 ans
scene.h entity: add a flag system. il y a 5 ans
sprite.cpp entity: add a flag system. il y a 5 ans
sprite.h Another lowercase switching frenzy, because why not. il y a 6 ans
text.cpp entity: add a flag system. il y a 5 ans
text.h entity: add a flag system. il y a 5 ans
textureimage-private.h RIP lol::String ⚰️ LOL il y a 6 ans
textureimage.cpp entity: add a flag system. il y a 5 ans
textureimage.h entity: add a flag system. il y a 5 ans
tileset.cpp entity: add a flag system. il y a 5 ans
tileset.h entity: add a flag system. il y a 5 ans
utils.h Get rid of numerous uses of lol::String. il y a 7 ans
video.cpp Allow to resize the SDL window and propagate changes to the scene. il y a 5 ans
video.h Allow to resize the SDL window and propagate changes to the scene. il y a 5 ans