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Sam Hocevar 03c17fcae4 base: clean up and refactor containers. 11 years ago
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application MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 9 years ago
base base: clean up and refactor containers. 9 years ago
bullet build: remove dead PS3 code. 9 years ago
data build: reorganise automake build system. 13 years ago
debug MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 9 years ago
easymesh base: clean up and refactor containers. 9 years ago
gpu base: clean up and refactor containers. 9 years ago
image base: clean up and refactor containers. 9 years ago
input base: clean up and refactor containers. 9 years ago
lol base: clean up and refactor containers. 9 years ago
lolua base: clean up and refactor containers. 9 years ago
lua Split Tileset in TextureImage -> Tileset 9 years ago
math base: clean up and refactor containers. 9 years ago
mesh base: clean up and refactor containers. 9 years ago
platform base: clean up and refactor containers. 9 years ago
sys base: clean up and refactor containers. 9 years ago
t base: clean up and refactor containers. 9 years ago
Makefile.am build: improve emscripten build. 9 years ago
audio.cpp build: reorganise includes so that we can use precompiled headers later. 9 years ago
audio.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
camera.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 9 years ago
camera.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
commandstack.h base: clean up and refactor containers. 9 years ago
dict.cpp base: clean up and refactor containers. 9 years ago
dict.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
eglapp.cpp build: "USE_SDL" is now for SDL v2 and "USE_OLD_SDL" for version 1. 9 years ago
eglapp.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
emitter.cpp build: reorganise includes so that we can use precompiled headers later. 9 years ago
emitter.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
entity.cpp Revamped Game/Draw groups to split stuff and help spreading tick 9 years ago
entity.h MultiplMultiScene: Phase 2: No more g_scene access and multiple scene calls support 9 years ago
font.cpp MultiScene: Phase 1: g_scene removal and conversion to Scene:: 9 years ago
font.h MultiScene: Phase 1: g_scene removal and conversion to Scene:: 9 years ago
forge.cpp build: reorganise includes so that we can use precompiled headers later. 9 years ago
forge.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
gradient.cpp Scene stuff is back to non-static logic with a few tricks 9 years ago
gradient.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
gradient.lolfx scene: start working on the scene class reorganisation. 9 years ago
light.cpp Scene stuff is back to non-static logic with a few tricks 9 years ago
light.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
lolcore.vcxproj build: improve emscripten build. 9 years ago
lolcore.vcxproj.filters MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 9 years ago
loldebug.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
lolgl.h build: remove dead PS3 code. 9 years ago
lolimgui.cpp base: clean up and refactor containers. 9 years ago
lolimgui.h MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 9 years ago
messageservice.cpp base: clean up and refactor containers. 9 years ago
messageservice.h Removed all the enum macros, because this was shit and admitting that is the first step to global world domination. 9 years ago
numeric.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
platform.cpp build: reorganise includes so that we can use precompiled headers later. 9 years ago
platform.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
profiler.cpp build: reorganise includes so that we can use precompiled headers later. 9 years ago
profiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
sample.cpp base: clean up and refactor containers. 9 years ago
sample.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
sampler.cpp build: reorganise includes so that we can use precompiled headers later. 9 years ago
sampler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
scene.cpp base: clean up and refactor containers. 9 years ago
scene.h base: clean up and refactor containers. 9 years ago
sprite.cpp build: reorganise includes so that we can use precompiled headers later. 9 years ago
sprite.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
text.cpp base: clean up and refactor containers. 9 years ago
text.h text: new features and minor refactoring. 9 years ago
textureimage-private.h Split Tileset in TextureImage -> Tileset 9 years ago
textureimage.cpp Revamped Game/Draw groups to split stuff and help spreading tick 9 years ago
textureimage.h Split Tileset in TextureImage -> Tileset 9 years ago
ticker.cpp base: clean up and refactor containers. 9 years ago
ticker.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
tiler.cpp build: reorganise includes so that we can use precompiled headers later. 9 years ago
tiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
tileset.cpp base: clean up and refactor containers. 9 years ago
tileset.h base: clean up and refactor containers. 9 years ago
utils.h base: clean up and refactor containers. 9 years ago
video.cpp MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 9 years ago
video.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 years ago
world.cpp 2nd pass on Lua integration. 9 years ago
world.h 2nd pass on Lua integration. 9 years ago
worldentity.cpp math: improve the 2D and 3D box classes. 9 years ago
worldentity.h math: improve the 2D and 3D box classes. 9 years ago