.. |
tests
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refactor headers: path_util -> path, native_path -> os_path, remove where unnecessary
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2011-03-23 14:43:35 +00:00 |
Camera.cpp
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Optimise some matrix operations, based on patch from ortalo.
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2011-04-01 18:33:47 +00:00 |
Camera.h
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# Redesigned the camera control system.
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2010-08-13 13:26:29 +00:00 |
CinemaTrack.cpp
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Fix MSVC compiler warnings (replace most M_PI with (float)M_PI)
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2010-03-26 19:04:40 +00:00 |
CinemaTrack.h
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Add GPL header
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2009-04-18 17:00:33 +00:00 |
ColladaManager.cpp
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refactor path interface:
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2011-03-23 13:36:20 +00:00 |
ColladaManager.h
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Fix #423 (Switch from CppDoc to Doxygen), based on patch from anr.
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2010-07-29 15:55:41 +00:00 |
Color.cpp
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huge cleanup and conversion of most string handling (especially paths) to unicode
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2009-11-03 21:46:35 +00:00 |
Color.h
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Simplify the overly-complex CppDoc-breaking file headers
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2009-04-18 17:51:05 +00:00 |
Decal.cpp
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# Initial version of terrain decal textures.
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2011-03-13 19:22:05 +00:00 |
Decal.h
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# Initial version of terrain decal textures.
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2011-03-13 19:22:05 +00:00 |
DefaultEmitter.cpp
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Simplify the overly-complex CppDoc-breaking file headers
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2009-04-18 17:51:05 +00:00 |
DefaultEmitter.h
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Simplify the overly-complex CppDoc-breaking file headers
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2009-04-18 17:51:05 +00:00 |
Entity.h
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Implements random map system, fixes #6.
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2011-03-22 01:34:45 +00:00 |
Frustum.cpp
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Simplify the overly-complex CppDoc-breaking file headers
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2009-04-18 17:51:05 +00:00 |
Frustum.h
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Simplify the overly-complex CppDoc-breaking file headers
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2009-04-18 17:51:05 +00:00 |
GameView.cpp
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Make ResetCameraTarget more sensible if the camera was rotated.
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2011-04-01 17:57:04 +00:00 |
GameView.h
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
HFTracer.cpp
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Improve camera restraints at edge of map to be independent of zoom, and to work on circular maps.
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2011-03-04 20:02:05 +00:00 |
HFTracer.h
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Add some missing consts to arguments.
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2010-07-25 14:10:46 +00:00 |
LightEnv.cpp
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
LightEnv.h
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
LOSTexture.cpp
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
LOSTexture.h
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
MapGenerator.cpp
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refactor path interface:
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2011-03-23 13:36:20 +00:00 |
MapGenerator.h
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Changes default random map sizes.
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2011-03-23 08:12:04 +00:00 |
MapIO.h
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Implements random map system, fixes #6.
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2011-03-22 01:34:45 +00:00 |
MapReader.cpp
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
MapReader.h
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Implements random map system, fixes #6.
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2011-03-22 01:34:45 +00:00 |
MapWriter.cpp
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
MapWriter.h
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Use JSFastNative API in more places, for improved compatibility with future SpiderMonkey versions.
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2010-10-21 19:54:59 +00:00 |
Material.cpp
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
Material.h
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
MaterialManager.cpp
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# Render unit silhouettes when behind buildings.
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2011-03-18 16:57:54 +00:00 |
MaterialManager.h
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huge cleanup and conversion of most string handling (especially paths) to unicode
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2009-11-03 21:46:35 +00:00 |
MeshManager.cpp
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refactor path interface:
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2011-03-23 13:36:20 +00:00 |
MeshManager.h
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refactor path interface:
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2011-03-23 13:36:20 +00:00 |
MiniPatch.cpp
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# Handle terrain passability and movement costs in pathfinder.
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2010-05-27 23:31:03 +00:00 |
MiniPatch.h
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# Add new texture loading system with automatic compression.
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2010-09-10 21:02:10 +00:00 |
Model.cpp
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# Render unit silhouettes when behind buildings.
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2011-03-18 16:57:54 +00:00 |
Model.h
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# Render unit silhouettes when behind buildings.
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2011-03-18 16:57:54 +00:00 |
ModelAbstract.h
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# Render unit silhouettes when behind buildings.
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2011-03-18 16:57:54 +00:00 |
ModelDef.cpp
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Add automatic 'root' prop point when loading old PMDs
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2010-11-20 20:16:06 +00:00 |
ModelDef.h
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Add automatic 'root' prop point when loading old PMDs
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2010-11-20 20:16:06 +00:00 |
ObjectBase.cpp
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Use a predictable RNG seed for random actor variations, so they are consistent between runs of the game.
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2011-04-02 12:51:42 +00:00 |
ObjectBase.h
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Use a predictable RNG seed for random actor variations, so they are consistent between runs of the game.
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2011-04-02 12:51:42 +00:00 |
ObjectEntry.cpp
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refactor path interface:
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2011-03-23 13:36:20 +00:00 |
ObjectEntry.h
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refactor path interface:
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2011-03-23 13:36:20 +00:00 |
ObjectManager.cpp
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refactor path interface:
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2011-03-23 13:36:20 +00:00 |
ObjectManager.h
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Remove a load of implicit CStr type conversions, since they're error-prone and can cause silent data loss.
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2011-02-17 20:08:20 +00:00 |
Overlay.h
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# Add on-screen health bars
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2010-10-02 12:41:29 +00:00 |
ParticleEmitter.cpp
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refactor path interface:
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2011-03-23 13:36:20 +00:00 |
ParticleEmitter.h
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# Add new texture loading system with automatic compression.
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2010-09-10 21:02:10 +00:00 |
ParticleEngine.cpp
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Tell the profiler about a few more bits of code
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2011-03-03 22:38:01 +00:00 |
ParticleEngine.h
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# Add new texture loading system with automatic compression.
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2010-09-10 21:02:10 +00:00 |
Patch.cpp
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# Add solid black sides to the map, to hide underwater terrain.
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2011-02-03 14:36:54 +00:00 |
Patch.h
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# Add solid black sides to the map, to hide underwater terrain.
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2011-02-03 14:36:54 +00:00 |
RenderableObject.h
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# Initial version of terrain decal textures.
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2011-03-13 19:22:05 +00:00 |
SColor.h
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Add GPL header
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2009-04-18 17:00:33 +00:00 |
ShaderManager.cpp
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
ShaderManager.h
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
ShaderProgram.cpp
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
ShaderProgram.h
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Fix warning
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2011-03-26 20:38:42 +00:00 |
ShaderTechnique.cpp
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
ShaderTechnique.h
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
SkeletonAnim.h
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# Unit animation improvements.
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2010-06-05 00:49:14 +00:00 |
SkeletonAnimDef.cpp
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huge cleanup and conversion of most string handling (especially paths) to unicode
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2009-11-03 21:46:35 +00:00 |
SkeletonAnimDef.h
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huge cleanup and conversion of most string handling (especially paths) to unicode
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2009-11-03 21:46:35 +00:00 |
SkeletonAnimManager.cpp
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refactor path interface:
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2011-03-23 13:36:20 +00:00 |
SkeletonAnimManager.h
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replace set/map with boost::unordered_* to reduce the number of expensive filesystem::basic_path::operator< calls based on a patch by ortalo (thanks!)
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2011-02-19 21:24:39 +00:00 |
Sprite.cpp
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# Add new texture loading system with automatic compression.
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2010-09-10 21:02:10 +00:00 |
Sprite.h
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# Add new texture loading system with automatic compression.
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2010-09-10 21:02:10 +00:00 |
Terrain.cpp
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# Initial version of terrain decal textures.
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2011-03-13 19:22:05 +00:00 |
Terrain.h
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# Initial version of terrain decal textures.
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2011-03-13 19:22:05 +00:00 |
TerrainProperties.cpp
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refactor path interface:
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2011-03-23 13:36:20 +00:00 |
TerrainProperties.h
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# Handle terrain passability and movement costs in pathfinder.
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2010-05-27 23:31:03 +00:00 |
TerrainTextureEntry.cpp
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refactor headers: path_util -> path, native_path -> os_path, remove where unnecessary
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2011-03-23 14:43:35 +00:00 |
TerrainTextureEntry.h
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Be more robust to broken terrain property files.
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2011-02-05 13:13:57 +00:00 |
TerrainTextureManager.cpp
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refactor path interface:
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2011-03-23 13:36:20 +00:00 |
TerrainTextureManager.h
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# Add new texture loading system with automatic compression.
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2010-09-10 21:02:10 +00:00 |
Texture.h
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# Add new texture loading system with automatic compression.
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2010-09-10 21:02:10 +00:00 |
TextureConverter.cpp
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refactor path interface:
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2011-03-23 13:36:20 +00:00 |
TextureConverter.h
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# towards locale-independent pathnames on Linux
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2011-03-21 17:53:13 +00:00 |
TextureManager.cpp
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
TextureManager.h
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# Add new renderer mode based on GL_ARB_fragment_program.
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2011-03-26 20:17:21 +00:00 |
Unit.cpp
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Use a predictable RNG seed for random actor variations, so they are consistent between runs of the game.
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2011-04-02 12:51:42 +00:00 |
Unit.h
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Use a predictable RNG seed for random actor variations, so they are consistent between runs of the game.
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2011-04-02 12:51:42 +00:00 |
UnitAnimation.cpp
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# Initial version of terrain decal textures.
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2011-03-13 19:22:05 +00:00 |
UnitAnimation.h
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# Initial version of terrain decal textures.
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2011-03-13 19:22:05 +00:00 |
UnitManager.cpp
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Use a predictable RNG seed for random actor variations, so they are consistent between runs of the game.
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2011-04-02 12:51:42 +00:00 |
UnitManager.h
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Use a predictable RNG seed for random actor variations, so they are consistent between runs of the game.
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2011-04-02 12:51:42 +00:00 |