..
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