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<title>I Like Trains/game/vehicles, branch main</title>
<subtitle>The I Like Trains game</subtitle>
<id>https://git.randomdan.homeip.net/repo/ilt/atom?h=main</id>
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<updated>2026-04-03T13:17:38Z</updated>
<entry>
<title>Create mix-ins for handling asset and instance lights</title>
<updated>2026-04-03T13:17:38Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-04-03T13:17:38Z</published>
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<id>urn:sha1:5795e8939bcd5e849c5e63e2c443bada03c93a20</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add light support to RailVehicleClass</title>
<updated>2026-04-03T11:11:41Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-04-03T11:11:41Z</published>
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<id>urn:sha1:52014d1d03a81ca1598beceaaf2919e9728550a6</id>
<content type='text'>
And head lights to the brush47 model.
</content>
</entry>
<entry>
<title>Fix direction of difference vector calculating railVehicle new position</title>
<updated>2026-04-03T10:54:15Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-04-03T10:54:15Z</published>
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<id>urn:sha1:4b65fcaba60a41f5ac5ce2fecf4ce636d4fe0470</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use a single buffer for the location/rotation data of all renderable objects</title>
<updated>2026-03-30T23:37:24Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan.goodliffe@octal.co.uk</email>
</author>
<published>2026-03-30T12:04:36Z</published>
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<id>urn:sha1:fb78c88576d9fed90ee69dfa35a9fbd3179ff486</id>
<content type='text'>
Removes the BufferedLocation and BufferedLocationUpdater mess.
Note: appears to break bogie rendering in asset factory test only, same
symptom as broken network render test? (out of date buffer data)
</content>
</entry>
<entry>
<title>Shared VAO for all 3 parts of RailVehicleClass</title>
<updated>2026-03-12T01:15:26Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-12T01:15:26Z</published>
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<id>urn:sha1:6d9d393ae60bfc6b2625a5540cd60ffed478aa13</id>
<content type='text'>
Rearranges its LocationVertex to be 3 repeated Parts. Adds helpers to
glvglVertexArray for useBuffer with various offsets. Render is then an
iteration of the meshes and the location data at the nth offset.
</content>
</entry>
<entry>
<title>Sprinkling of glDebugScope in assets and render parts</title>
<updated>2026-03-11T02:45:48Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-11T02:23:59Z</published>
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<id>urn:sha1:420604efafdacc89ff38d3fb5dbdec3c4b30767f</id>
<content type='text'>
</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>Fix naming violations in Mesh</title>
<updated>2026-03-07T14:17:44Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-07T12:56:33Z</published>
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<id>urn:sha1:b39a4169e3fe94f3b7c63ed820f299396add571a</id>
<content type='text'>
They've existed and been annoying since the day I first created it from
online examples.
</content>
</entry>
<entry>
<title>Add glVertexArray useBuffer</title>
<updated>2026-03-07T14:17:44Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-07T12:32:55Z</published>
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<id>urn:sha1:4420f20a901ed1f96d9fb8f4df0148bc0bc3666d</id>
<content type='text'>
Wraps glVertexArrayVertexBuffer automatically getting the buffer name
from the argument and deriving the stride from the container's
value_type.
</content>
</entry>
<entry>
<title>Replace glContainer with glAllocator</title>
<updated>2026-03-07T11:42:46Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-07T11:42:46Z</published>
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<id>urn:sha1:c89a633f59d0e393695c10f28c4ba8635eadffba</id>
<content type='text'>
glContainer is no longer required, as we can use std::vector with a
custom allocator which uses OpenGL buffers for storage. Minor irritation
is that the mapped buffers aren't guaranteed to be flushed in the tests,
so sometimes we're missing bits in a test render.
</content>
</entry>
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