Wed, 08 Apr 2015 20:11:13 +0200 |
Emmanuel Gil Peyrot |
Simplify the invert code in Animation.
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Wed, 08 Apr 2015 18:53:13 +0200 |
Emmanuel Gil Peyrot |
Don’t load stg?enm.anm two times if there is no stg?enm2.anm.
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Wed, 08 Apr 2015 15:05:34 +0200 |
Emmanuel Gil Peyrot |
Reduce the precision of Sprite’s variables.
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Thu, 02 Apr 2015 17:41:17 +0200 |
Emmanuel Gil Peyrot |
Fix OSX and Windows build, by renaming a forgotten variable.
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Wed, 01 Apr 2015 02:28:54 +0200 |
Emmanuel Gil Peyrot |
Remove 3d scaling code for matrix, as it isn’t used anywhere in the codebase.
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Tue, 31 Mar 2015 21:26:00 +0200 |
Emmanuel Gil Peyrot |
Use two passes for the module search, and clean it up so that pure Python modules don’t get compiled by default.
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Mon, 30 Mar 2015 21:00:29 +0200 |
Emmanuel Gil Peyrot |
Fix a build issue introduced in the previous commit. Damn you, cython dependency tracking!
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Sun, 29 Mar 2015 00:08:20 +0100 |
Emmanuel Gil Peyrot |
Change all “void except *” function into “bint except True”, to prevent PyErr_Occurred() from being called at each call.
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Sat, 28 Mar 2015 23:21:15 +0100 |
Emmanuel Gil Peyrot |
Remove every case where an exception could be silently eaten by a cdef function.
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Sat, 28 Mar 2015 21:40:51 +0100 |
Emmanuel Gil Peyrot |
Don’t inherit explicitely from object, we are not on Python 2.7 anymore. :)
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Sat, 28 Mar 2015 21:02:05 +0100 |
Emmanuel Gil Peyrot |
Delay power assignment to players until the game is started.
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Sat, 28 Mar 2015 19:58:50 +0100 |
Emmanuel Gil Peyrot |
Don’t uselessly malloc() a matrix for multiply, the stack is here for that!
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Thu, 26 Mar 2015 20:20:37 +0100 |
Emmanuel Gil Peyrot |
Request a RGB888 context, since SDL2’s default of RGB332 sucks.
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Sun, 21 Dec 2014 19:15:59 +0100 |
Emmanuel Gil Peyrot |
Add back a GL_QUADS path for legacy applications.
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Sun, 21 Dec 2014 18:52:18 +0100 |
Emmanuel Gil Peyrot |
Move the passthrough shader to the Framebuffer class, since it isn’t used in the use_framebuffer_blit path.
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Sun, 21 Dec 2014 18:10:23 +0100 |
Emmanuel Gil Peyrot |
Remove generic usage of GL_DRAW_FRAMEBUFFER which was introduced in GL 3.0 with framebuffer_blit.
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