..
application
Added Thread classes
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base
Removed all the enum macros, because this was shit and admitting that is the first step to global world domination.
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bullet
build: remove dead PS3 code.
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data
build: reorganise automake build system.
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debug
scene: remove functions that aren’t that useful.
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easymesh
Add color var in lua
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gpu
LolImGui integration 2nd pass: It now works perfectly (to the extent of the api)
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image
LolImGui integration 2nd pass: It now works perfectly (to the extent of the api)
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imgui
LolImGui integration 2nd pass: It now works perfectly (to the extent of the api)
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input
LolImGui integration 2nd pass: It now works perfectly (to the extent of the api)
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lol
LolImGui integration 2nd pass: It now works perfectly (to the extent of the api)
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lolua
lua: fix compilation issues.
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lua
Split Tileset in TextureImage -> Tileset
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math
misc: lots of compilation fixes for Visual Studio (related to mediocre
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mesh
Added various stuff
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platform
LolImGui integration 2nd pass: It now works perfectly (to the extent of the api)
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sys
LolImGui integration 2nd pass: It now works perfectly (to the extent of the api)
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t
matrix: using permutation and LU decomposition for determinant and inverse computing
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Makefile.am
Split Tileset in TextureImage -> Tileset
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audio.cpp
build: reorganise includes so that we can use precompiled headers later.
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audio.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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camera.cpp
Fixed some stuff and added some small tweaks
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camera.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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commandstack.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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dict.cpp
base: some Windows compilation fixes.
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dict.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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eglapp.cpp
build: "USE_SDL" is now for SDL v2 and "USE_OLD_SDL" for version 1.
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eglapp.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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emitter.cpp
build: reorganise includes so that we can use precompiled headers later.
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emitter.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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entity.cpp
build: reorganise includes so that we can use precompiled headers later.
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entity.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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font.cpp
build: reorganise includes so that we can use precompiled headers later.
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font.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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forge.cpp
build: reorganise includes so that we can use precompiled headers later.
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forge.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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gradient.cpp
build: reorganise includes so that we can use precompiled headers later.
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gradient.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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gradient.lolfx
scene: start working on the scene class reorganisation.
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light.cpp
build: reorganise includes so that we can use precompiled headers later.
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light.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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lolcore.vcxproj
LolImGui integration 2nd pass: It now works perfectly (to the extent of the api)
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lolcore.vcxproj.filters
Split Tileset in TextureImage -> Tileset
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loldebug.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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lolgl.h
build: remove dead PS3 code.
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messageservice.cpp
Removed all the enum macros, because this was shit and admitting that is the first step to global world domination.
pirms 9 gadiem
messageservice.h
Removed all the enum macros, because this was shit and admitting that is the first step to global world domination.
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numeric.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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platform.cpp
build: reorganise includes so that we can use precompiled headers later.
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platform.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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profiler.cpp
build: reorganise includes so that we can use precompiled headers later.
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profiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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sample.cpp
build: remove dead PS3 code.
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sample.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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sampler.cpp
build: reorganise includes so that we can use precompiled headers later.
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sampler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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scene.cpp
build: some PS4 compilation fixes.
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scene.h
scene: remove functions that aren’t that useful.
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sprite.cpp
build: reorganise includes so that we can use precompiled headers later.
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sprite.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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text.cpp
base: more lowercase shit.
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text.h
Added some shit in controller and text
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textureimage-private.h
Split Tileset in TextureImage -> Tileset
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textureimage.cpp
Split Tileset in TextureImage -> Tileset
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textureimage.h
Split Tileset in TextureImage -> Tileset
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ticker.cpp
sys: use std::bind for thread workers to avoid ugly casts.
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ticker.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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tiler.cpp
build: reorganise includes so that we can use precompiled headers later.
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tiler.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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tileset.cpp
Split Tileset in TextureImage -> Tileset
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tileset.h
Split Tileset in TextureImage -> Tileset
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utils.h
Add color var in lua
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video.cpp
build: remove dead PS3 code.
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video.h
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
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world.cpp
2nd pass on Lua integration.
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world.h
2nd pass on Lua integration.
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worldentity.cpp
Fixed some stuff and added some small tweaks
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worldentity.h
Fixed some stuff and added some small tweaks
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