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<title>I Like Trains/ui, branch main</title>
<subtitle>The I Like Trains game</subtitle>
<id>http://git.randomdan.homeip.net/repo/ilt/atom?h=main</id>
<link rel='self' href='http://git.randomdan.homeip.net/repo/ilt/atom?h=main'/>
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<updated>2026-04-01T19:21:23Z</updated>
<entry>
<title>Have Renderable manage all instance lights</title>
<updated>2026-04-01T19:21:23Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-04-01T19:21:23Z</published>
<link rel='alternate' type='text/html' href='http://git.randomdan.homeip.net/repo/ilt/commit/?id=30fcb8bce7b60b6754a0d35f2f15b627d0fba4cb'/>
<id>urn:sha1:30fcb8bce7b60b6754a0d35f2f15b627d0fba4cb</id>
<content type='text'>
Spot and point lights now existing in Renderable, the vertex data
contains the owning parent object's index in CommonLocationData, the
render step is just a single draw call.
</content>
</entry>
<entry>
<title>Use std::chrono for worldTime</title>
<updated>2026-03-27T17:40:05Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan.goodliffe@octal.co.uk</email>
</author>
<published>2026-03-27T17:40:05Z</published>
<link rel='alternate' type='text/html' href='http://git.randomdan.homeip.net/repo/ilt/commit/?id=135402168801035c38be600fa64702c1ba63b9fe'/>
<id>urn:sha1:135402168801035c38be600fa64702c1ba63b9fe</id>
<content type='text'>
Defines a world time type alias, a game time scale factor (the rate at
which world time progresses compare to real time) and display the world
time on the status bar.
</content>
</entry>
<entry>
<title>Add wrapper for ImGui::TextEx for any contiguous char range</title>
<updated>2026-03-27T09:57:29Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan.goodliffe@octal.co.uk</email>
</author>
<published>2026-03-27T09:57:29Z</published>
<link rel='alternate' type='text/html' href='http://git.randomdan.homeip.net/repo/ilt/commit/?id=b69b78ed213041a4cbc5d06fee09cbda1c57dd17'/>
<id>urn:sha1:b69b78ed213041a4cbc5d06fee09cbda1c57dd17</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Remove unused bits from gameMainSelector.cpp</title>
<updated>2026-03-15T01:48:29Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-15T01:48:29Z</published>
<link rel='alternate' type='text/html' href='http://git.randomdan.homeip.net/repo/ilt/commit/?id=ea1bcb7751e68d4c49fc7f33c399be4e386d9823'/>
<id>urn:sha1:ea1bcb7751e68d4c49fc7f33c399be4e386d9823</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix class/struct mix-up friending test case</title>
<updated>2026-03-15T00:46:10Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-15T00:46:10Z</published>
<link rel='alternate' type='text/html' href='http://git.randomdan.homeip.net/repo/ilt/commit/?id=b93d6db43e690ece31c8b39294af160a8fa65067'/>
<id>urn:sha1:b93d6db43e690ece31c8b39294af160a8fa65067</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Don't pass null to Texture constructor pixel data</title>
<updated>2026-03-14T22:59:05Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-14T22:59:05Z</published>
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<id>urn:sha1:1db33e8f0d3368e49ef105e0d091f1ce4fc4ae26</id>
<content type='text'>
Pixel data variant now proxies to the simple version and then uploads
the image data, instead of vice versa with nullptr pixels.
</content>
</entry>
<entry>
<title>Move all low level texture operations to DSA helpers in glTexture</title>
<updated>2026-03-08T16:02:56Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-08T16:02:56Z</published>
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<id>urn:sha1:00fc3cb9b2c06026fab0e4760609fe02e027b6df</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Replace gl_traits glTexParameter with glTexture::parameter DSA wrapper</title>
<updated>2026-03-07T14:21:21Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-07T14:21:21Z</published>
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<id>urn:sha1:fb16b42096b45f02a9b02bee38d5d3ead6d430b0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Wrap up some low level texture operations in glTexture class</title>
<updated>2026-03-02T13:17:28Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan.goodliffe@octal.co.uk</email>
</author>
<published>2026-03-02T13:17:28Z</published>
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<id>urn:sha1:64ede41ebaade64ad6705f7f55ca4a778a156481</id>
<content type='text'>
Fixes previously hard coded billboard texture size.
</content>
</entry>
<entry>
<title>Tidy the preFrame logic into a single function in SceneRenderer</title>
<updated>2026-02-23T17:35:48Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan.goodliffe@octal.co.uk</email>
</author>
<published>2026-02-23T17:35:48Z</published>
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<id>urn:sha1:89b8ffa013c10db57be14fbdd59757c08c243e18</id>
<content type='text'>
Clients now just call that one helper and SceneProvider passes in all
the renderables.
</content>
</entry>
</feed>
