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Sam Hocevar c4df7f7f91 nx: ensure projects that use OpenGL compile properly. 7 anos atrás
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3rdparty Start porting the engine to the Nintendo Switch. 7 anos atrás
application sdl: display GL context version upon creation. 7 anos atrás
audio audio: fix build with SDL_Mixer disabled. 7 anos atrás
base emscripten: log to stdout instead of stderr. 7 anos atrás
data build: refactor autotools files for out-of-tree builds. 10 anos atrás
debug entity: add a flag system. 7 anos atrás
easymesh easymesh: comment out a lot of code that was just causing compilation warnings 7 anos atrás
engine ticker: better mechanism for entity init/release. 7 anos atrás
gpu nx: ensure projects that use OpenGL compile properly. 7 anos atrás
image image: port FFmpeg encoder to the new API to stop calling deprecated functions. 7 anos atrás
lol nx: ensure projects that use OpenGL compile properly. 7 anos atrás
lolua Switch to upstream Lua master branch. 7 anos atrás
math math: implement <<(ostream &, real). 7 anos atrás
mesh Fix a crash on exit caused by shader deletion. 7 anos atrás
private nx: ensure projects that use OpenGL compile properly. 7 anos atrás
sys Fix all visible compilation warnings in Visual Studio. 7 anos atrás
t Add NX64 platform to projects. 7 anos atrás
ui Start porting the engine to the Nintendo Switch. 7 anos atrás
Makefile.am build: remove built-in bullet compilation on Linux. 7 anos atrás
camera.cpp engine: start working on a tickable object, cleaner than entities. 7 anos atrás
camera.h Another lowercase switching frenzy, because why not. 7 anos atrás
commandstack.h base: clean up and refactor containers. 9 anos atrás
emitter.cpp entity: add a flag system. 7 anos atrás
emitter.h entity: add a flag system. 7 anos atrás
font.cpp entity: add a flag system. 7 anos atrás
font.h entity: add a flag system. 7 anos atrás
gradient.cpp entity: add a flag system. 7 anos atrás
gradient.h Use smart pointers in a lot of the rendering code. 7 anos atrás
gradient.lolfx Clean up a lot of shader crap 9 anos atrás
light.cpp engine: start working on a tickable object, cleaner than entities. 7 anos atrás
light.h Another lowercase switching frenzy, because why not. 7 anos atrás
lol-core.vcxproj Start porting the engine to the Nintendo Switch. 7 anos atrás
lol-core.vcxproj.filters RIP lol::Controller and lol::InputProfile ⚰️ LOL 7 anos atrás
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 anos atrás
lolgl.h nx: ensure projects that use OpenGL compile properly. 7 anos atrás
messageservice.cpp Various emscripten compilation fixes. 7 anos atrás
messageservice.h RIP lol::String ⚰️ LOL 8 anos atrás
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 anos atrás
platform.cpp build: reorganise includes so that we can use precompiled headers later. 9 anos atrás
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 anos atrás
profiler.cpp Rename lol::Timer to lol::timer. Because. 8 anos atrás
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 anos atrás
scene.cpp entity: add a flag system. 7 anos atrás
scene.h entity: add a flag system. 7 anos atrás
sprite.cpp entity: add a flag system. 7 anos atrás
sprite.h Another lowercase switching frenzy, because why not. 7 anos atrás
text.cpp entity: add a flag system. 7 anos atrás
text.h entity: add a flag system. 7 anos atrás
textureimage-private.h RIP lol::String ⚰️ LOL 8 anos atrás
textureimage.cpp entity: add a flag system. 7 anos atrás
textureimage.h entity: add a flag system. 7 anos atrás
tileset.cpp entity: add a flag system. 7 anos atrás
tileset.h entity: add a flag system. 7 anos atrás
utils.h Get rid of numerous uses of lol::String. 8 anos atrás
video.cpp Allow to resize the SDL window and propagate changes to the scene. 7 anos atrás
video.h Allow to resize the SDL window and propagate changes to the scene. 7 anos atrás