1
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forked from 0ad/0ad
0ad/source/simulation2/system
2010-05-22 00:38:33 +00:00
..
CmpPtr.cpp # Rewrite of the game's simulation system 2010-01-09 19:20:14 +00:00
CmpPtr.h # Rewrite of the game's simulation system 2010-01-09 19:20:14 +00:00
Component.h # Add documentation of the entity template XML file format. 2010-04-23 16:09:03 +00:00
ComponentManager.cpp Make Math.random() more deterministic 2010-05-22 00:38:33 +00:00
ComponentManager.h Make Math.random() more deterministic 2010-05-22 00:38:33 +00:00
ComponentManagerSerialization.cpp Make CParamNode not return NULL pointers, based on patch from Puel 2010-02-02 23:01:17 +00:00
Components.h # Rewrite of the game's simulation system 2010-01-09 19:20:14 +00:00
ComponentTest.h Switch everything to 15.16-bit precision fixeds, to allow more accurate unit vectors and angles. 2010-05-02 20:32:37 +00:00
Entity.h # Object creation in Atlas with new simulation system 2010-01-14 20:36:29 +00:00
IComponent.cpp # Initial support for automatic validation of entity template XML. 2010-04-09 19:02:39 +00:00
IComponent.h Expose Footprint::GetShape and TemplateManager::FindAllTemplates to scripts. 2010-05-01 09:48:39 +00:00
Interface.h # Rewrite of the game's simulation system 2010-01-09 19:20:14 +00:00
InterfaceScripted.h # Rewrite of the game's simulation system 2010-01-09 19:20:14 +00:00
Message.h Minor bug fixes 2010-03-29 10:22:34 +00:00
ParamNode.cpp Share component template scripts to save some memory. 2010-05-07 00:24:22 +00:00
ParamNode.h Share component template scripts to save some memory. 2010-05-07 00:24:22 +00:00
SimContext.cpp Expose Footprint::GetShape and TemplateManager::FindAllTemplates to scripts. 2010-05-01 09:48:39 +00:00
SimContext.h Expose Footprint::GetShape and TemplateManager::FindAllTemplates to scripts. 2010-05-01 09:48:39 +00:00