source: trunk

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Diff Rev Age Author Log Message
(edit) @2093   10 years sam build: try to build neercs on Android; far from ready yet.
(edit) @2092   10 years sam neercs: do not pass the texture coordinates from the application to …
(edit) @2091   10 years sam neercs: use gl_VertexID instead of sending a whole new vertex array.
(edit) @2090   10 years sam neercs: added a better check for forkpty(), and moved the GL_POINTS …
(edit) @2089   10 years sam core: compilation fix for older compilers.
(edit) @2088   10 years sam build: honour the TMPDIR, TEMP etc. environment variables.
(edit) @2087   10 years sam build: ignore core files, but not the core/ directory.
(edit) @2086   10 years sam core: new String class.
(edit) @2085   10 years sam build: fix PS3 and Linux compilation issues.
(edit) @2084   10 years sam build: fixes for out-of-tree builds, and get rid of some deprecated stuff.
(edit) @2083   10 years sam build: always use the same build directory in to avoid …
(edit) @2082   10 years sam gpu: remove some crap from vertexbuffer.cpp and allow for empty vertex …
(edit) @2081   10 years sam math: prefix all convenience macros with "LOL_", make sure we #undef …
(edit) @2077   10 years sam mesh: start working on mesh and submesh stuff.
(edit) @2075   10 years sam vimlol: get rid of long lines.
(edit) @2074   10 years sam vimlol: pretend lolfx files are C++ so that Vim highlights them until …
(edit) @2071   10 years sam vimlol: some code for a Vim plugin; see …
(edit) @2059   10 years rez neercs: updated "granpa tv" theme
(edit) @2058   10 years sam build: define our own std::abs() function for long long int on NaCl, …
(edit) @2057   10 years sam build: fix minor build issues with Clang.
(edit) @2056   10 years sam math: reimplement min(), max(), abs() and fmod() in the lol:: …
(edit) @2055   10 years rez neercs: fixed scanline, added a new theme
(edit) @2054   10 years sam math: implement abs() and fmod() for vector types and the half class.
(edit) @2051   10 years rez neercs: removed flags from setup, butchered scanline postfx
(edit) @2050   10 years Jnat nice holes
(edit) @2049   10 years rez neercs: added theme support + 2 new themes [F4/F5 to switch]
(edit) @2047   10 years rez neercs: fixed theme_var[] values
(edit) @2045   10 years rez neercs: theme support again (not really working yet)
(edit) @2043   10 years rez neercs: early integration of theme support
(edit) @2041   10 years rez neercs: moved some init variable, removed useless iborder init
(edit) @2039   10 years rez neercs: added a protection glass above the monitor
(edit) @2037   10 years sam build: prepend /usr/local/bin in $PATH when running Bitten on OS X.
(edit) @2036   10 years sam build: check for a decent version of sed (ie. not the shitty BSD one).
(edit) @2032   10 years Jnat moved endif (toukinade)
(edit) @2031   10 years sam camera: deactivate WASD code for camera movement.
(edit) @2030   10 years sam gpu: fix the computed element count in DrawIndexedElements on Direct3D.
(edit) @2021   10 years rez neercs: scanline auto-resize
(edit) @2020   10 years sam neercs: F3 toggles fancy shit drawing.
(edit) @2017   10 years rez neercs: added bending to mirror
(edit) @2015   10 years sam build: shorter machine descriptions in build logs.
(edit) @2013   10 years sam image: better error detection in the GDI+ image codec.
(edit) @2010   10 years rez neercs: better reflection gradient (to finetune again)
(edit) @2009   10 years sam input: add the Keyboard abstraction object type.
(edit) @2008   10 years rez neercs: MOAR radial blur, less iteration
(edit) @2007   10 years rez neercs: added radial blur! FUCK YEAH \:D/
(edit) @2005   10 years sam neercs: ESC no longer quits; but closing the shell does.
(edit) @2003   10 years rez neercs: lowered noise effect
(edit) @2002   10 years sam tutorial: add texture demo to the VS solution.
(edit) @2001   10 years sam tutorial: add a new texture generation example.
(edit) @2000   10 years sam neercs: add missing "loldebug.h" include.
(edit) @1999   10 years sam neercs: don't show the FPS information unless the setup is open.
(edit) @1995   10 years sam build: upgrade glew binaries to 1.9.0 and rename the contrib directory …
(edit) @1994   10 years sam gpu: D3DFMT_R8G8B8 doesn't seem to exist on the X360.
(edit) @1993   10 years rez neercs: added all mirror side & finetuned default theme
(edit) @1992   10 years sam gpu: allow to specify the pixel format when creating a texture; the …
(edit) @1991   10 years sam gpu: don't use D3DLOCK_DISCARD on the X360, it's not there.
(edit) @1990   10 years sam win32: fix working directory code in monsterz and neercs.
(edit) @1989   10 years sam gpu: fix some Direct3D programming errors; we cannot call …
(edit) @1988   10 years sam misc: compilation fixes for Windows, X360 and PS3 introduced by the …
(edit) @1987   10 years sam gpu: put the texture creation code in its own class; for now a lot of …
(edit) @1986   10 years rez neercs - adding mirror sides (left ok, right no yet)
(edit) @1985   10 years sam core: disable our rare uses of realloc() with a proper Array<> object.
(edit) @1984   10 years sam build: safety measure in to error out if a Lol Engine m4 …
(edit) @1983   10 years sam build: do not try to advertise a bitten config for Android, NaCl or …
(edit) @1982   10 years sam build: put the OpenGL detection code in a separate .m4 file and assume …
(edit) @1981   10 years sam ps3: refactor elf → self build logic and make make_fself mandatory …
(edit) @1980   10 years sam build: add a Makefile for jnat's test project.
(edit) @1978   10 years rez neercs: minors debug (and some bugs added)
(edit) @1977   10 years sam neercs: support arrow keys, pgup etc. and don't send keystrokes to the …
(edit) @1976   10 years sam neercs: fix shader for older GL versions.
(edit) @1975   10 years sam build: port to OS X.
(edit) @1974   10 years rez NEERCS: fixed setup position/size
(edit) @1973   10 years rez NEERCS: added missing remanence.lolfx
(edit) @1972   10 years sam build: add Android, NaCl and Raspberry Pi to the list of targets …
(edit) @1971   10 years rez NEERCS: renamed remanency shader into remanence and fixed setup …
(edit) @1970   10 years sam neercs: use remanency when the colour becomes darker, but use instant …
(edit) @1969   10 years sam neercs: minor tweaks for the setup window.
(edit) @1968   10 years sam build: improve the run-bitten script so that it runs on Linux.
(edit) @1967   10 years rez NEERCS: added a new shader (mirror.lolfx), slightly modified the theme
(edit) @1966   10 years sam neercs: use two different text rendering objects for the screen and …
(edit) @1965   10 years sam build: add a script to automatically run bitten on Windows. Needs some …
(edit) @1964   10 years sam android: use the FPS value provided by the application; we now run at …
(edit) @1963   10 years sam gpu: add support for triangle strips and fans, and change the …
(edit) @1962   10 years rez NEERCS: fixed setup value bar length / fixed copper setup
(edit) @1961   10 years sam ps3: support for texture coordinates on the PS3.
(edit) @1960   10 years rez NEERCS: copper is working again!
(edit) @1959   10 years sam ps3: honour the CELLSDK environment variable if CELL_SDK is not defined.
(edit) @1958   10 years sam core: fix a bad format string and disable an annoying warning in Array<>.
(edit) @1957   10 years rez NEERCS: tried to make copper working
(edit) @1955   10 years sam build: disable those fucking "Any CPU" and "Mixed Platforms" build …
(edit) @1952   10 years sam gpu: if 2D tiles have negative scaling, switch the triangle winding.
(edit) @1949   10 years sam misc: very minor tweaks here and there.
(edit) @1948   10 years sam core: add some noise to the gradient effect.
(edit) @1947   10 years sam math: add a uniform scaling matrix constructor.
(edit) @1946   10 years sam core: make Entity::GetName() a public method.
(edit) @1945   10 years sam core: fix sorting of 2D scenes.
(edit) @1944   10 years sam android: fix a synchronisation issue between Java and the game thread.
(edit) @1943   10 years sam android: print thread ID with all messages.
(edit) @1942   10 years sam core: do not deregister Tilers from Sprites, it’s asymmetrical.
(edit) @1941   10 years sam core: port gradient shader to GL ES platforms.
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