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janwas
f0e311440e
all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
...
This was SVN commit r2231.
2005-05-03 21:36:57 +00:00
..
scripting
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Camera.cpp
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Camera.h
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Color.h
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Frustum.cpp
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Frustum.h
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GameView.cpp
all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
2005-05-03 21:36:57 +00:00
GameView.h
all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
2005-05-03 21:36:57 +00:00
HFTracer.cpp
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HFTracer.h
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LightEnv.h
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MapIO.h
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MapReader.cpp
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MapReader.h
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MapWriter.cpp
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MapWriter.h
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Material.cpp
Fixed prop player-colouring. Allowed per-object colours. (Coming soon: data to demonstrate it.)
2005-04-07 04:29:07 +00:00
Material.h
Fixed prop player-colouring. Allowed per-object colours. (Coming soon: data to demonstrate it.)
2005-04-07 04:29:07 +00:00
MaterialManager.cpp
Fixed prop player-colouring. Allowed per-object colours. (Coming soon: data to demonstrate it.)
2005-04-07 04:29:07 +00:00
MaterialManager.h
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MeshManager.cpp
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MeshManager.h
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MiniPatch.cpp
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MiniPatch.h
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Model.cpp
Put the extra animation event in the struct def, also adding Jan's VFS script wrapper.
2005-05-03 04:27:07 +00:00
Model.h
Put the extra animation event in the struct def, also adding Jan's VFS script wrapper.
2005-05-03 04:27:07 +00:00
ModelDef.cpp
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ModelDef.h
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ObjectBase.cpp
Put the extra animation event in the struct def, also adding Jan's VFS script wrapper.
2005-05-03 04:27:07 +00:00
ObjectBase.h
Put the extra animation event in the struct def, also adding Jan's VFS script wrapper.
2005-05-03 04:27:07 +00:00
ObjectEntry.cpp
Props no longer play walk anims when their parent is idle.
2005-05-03 04:48:12 +00:00
ObjectEntry.h
Gathering and unit training (engine-side); also other minor improvements
2005-04-15 04:23:33 +00:00
ObjectManager.cpp
all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
2005-05-03 21:36:57 +00:00
ObjectManager.h
all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
2005-05-03 21:36:57 +00:00
Particle.cpp
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Particle.h
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ParticleEmitter.cpp
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ParticleEmitter.h
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Patch.cpp
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Patch.h
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RenderableObject.h
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SkeletonAnim.h
Put the extra animation event in the struct def, also adding Jan's VFS script wrapper.
2005-05-03 04:27:07 +00:00
SkeletonAnimDef.cpp
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SkeletonAnimDef.h
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SkeletonAnimManager.cpp
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SkeletonAnimManager.h
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Sprite.cpp
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Sprite.h
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Terrain.cpp
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Terrain.h
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Texture.h
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TextureEntry.cpp
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TextureEntry.h
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TextureManager.cpp
all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
2005-05-03 21:36:57 +00:00
TextureManager.h
all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
2005-05-03 21:36:57 +00:00
Unit.cpp
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Unit.h
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UnitManager.cpp
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UnitManager.h
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