| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Tidy the preFrame logic into a single function in SceneRenderer | Dan Goodliffe | 8 days |
| | | | | | | Clients now just call that one helper and SceneProvider passes in all the renderables. | ||
| * | Fix up the preFrame process to use both frustums | Dan Goodliffe | 13 days |
| | | | | | | | (camera and directional light frustums) This has made the whole preFrame process far more fiddly and repetitive than I'd like, but it does work. Maybe we can tidy it up later. | ||
| * | Add Renderable::preFrame for doing non-const frame prep work | Dan Goodliffe | 2026-02-16 |
| | | | | | | In theory, this phase should be parallelisable before being pushed out by the render loop. | ||
| * | Fix base class order of DummyMainApplication | Dan Goodliffe | 2026-01-08 |
| | | | | | | Fixes order of destruction so assets are fully destructed before the GL context is destroyed. | ||
| * | Remember selected asset id and reload/reselect resource file on change | Dan Goodliffe | 2025-04-15 |
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| * | Fix operator precedence warning | Dan Goodliffe | 2025-04-09 |
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| * | Add boost_program_options for command line parsing | Dan Goodliffe | 2025-04-09 |
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| * | Reasonably function asset viewing functionality | Dan Goodliffe | 2025-04-09 |
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| * | Create Windows with a size object | Dan Goodliffe | 2025-04-08 |
| | | | | | Not individual width/height parameters. | ||
| * | More uniform/flexible window constructors | Dan Goodliffe | 2025-04-07 |
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| * | Basically empty ResViewer application | Dan Goodliffe | 2025-04-07 |
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| * | Other objects support in removeAll/clear | Dan Goodliffe | 2025-03-23 |
| | | | | | | removeAll requires a type that is one of Others, clear clears everything regardless of type. | ||
| * | Make Collections::objects protected, extend interface | Dan Goodliffe | 2025-03-22 |
| | | | | | | Keeps all required features accessible, but through a controlled interface. | ||
| * | Add ManyPtr which tracks specified subclasses | Dan Goodliffe | 2025-03-22 |
| | | | | | | | This removes the need to repeated dynamic_cast the pointer. Provides interface which enforces the fastest option for the required types. | ||
| * | New hardcoded test rail network | Dan Goodliffe | 2025-02-24 |
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| * | Combine GeoData and Terrain class hierarchies | Dan Goodliffe | 2025-02-09 |
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| * | Randomise for many trees, positions, rotations | Dan Goodliffe | 2024-10-20 |
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| * | Move main application loop into the library | Dan Goodliffe | 2024-06-15 |
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| * | First cut reshuffling app/window/gl/render bits | Dan Goodliffe | 2024-06-15 |
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| * | Split water from terrain | Dan Goodliffe | 2024-04-06 |
| | | | | | Shares the geo data instance, and still has the same implementation at this stage. | ||
| * | Remove more use of legacy types | Dan Goodliffe | 2024-01-01 |
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| * | Restore some trees | Dan Goodliffe | 2023-11-26 |
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| * | Merge branch 'ints' into terrain | Dan Goodliffe | 2023-11-26 |
| |\ | | | | | | | | | | | Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method. | ||
| | * | Spread the trees out | Dan Goodliffe | 2023-11-25 |
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| | * | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 |
| | | | | | | | | | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres. | ||
| | * | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
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| | * | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
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| * | | Rename TerrainMesh to GeoData to drop inplace | Dan Goodliffe | 2023-11-04 |
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| * | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | | Half of them acquired a .cpp part anyway | ||
| * | Clear world objects explicitly | Dan Goodliffe | 2023-04-25 |
| | | | | | Otherwise the fail to remove themselves from the VBO after the GL context is destroyed. | ||
| * | Assets moved to global game state | Dan Goodliffe | 2023-04-17 |
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| * | Create a large test forest | Dan Goodliffe | 2023-04-17 |
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| * | Load all assets in red dir with asset factory | Dan Goodliffe | 2023-04-14 |
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| * | Fix up all the static analyzer warnings | Dan Goodliffe | 2023-01-08 |
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| * | Extract SDL_Application helper into libilt | Dan Goodliffe | 2022-11-14 |
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| * | Enable OpenGL 4.5 core profile | Dan Goodliffe | 2022-10-30 |
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| * | No need to pass GameState around, it has a global pointer | Dan Goodliffe | 2022-01-02 |
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| * | Separate geographic data (GeoData) from its visual representation(s) (Terrain) | Dan Goodliffe | 2022-01-02 |
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| * | Initial implementation for being able to click in the main window to select ↵ | Dan Goodliffe | 2021-12-28 |
| | | | | | something | ||
| * | Initial commit with some basic UI | Dan Goodliffe | 2021-12-22 |
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| * | Single glContext shared between windows | Dan Goodliffe | 2021-12-14 |
| | | | | | Created by the first window, includes simplified refresh/render for single control point | ||
| * | Refactor to start splitting out UI components | Dan Goodliffe | 2021-12-13 |
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| * | Enable all Jason Turner recommended warnings | Dan Goodliffe | 2021-11-26 |
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| * | Swap y,z axis | Dan Goodliffe | 2021-11-16 |
| | | | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared. | ||
| * | Fix warnings produced by new clang-tidy | Dan Goodliffe | 2021-05-02 |
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| * | Implement goto so node | Dan Goodliffe | 2021-03-16 |
| | | | | | Encompasses determining a route and a distance to travel | ||
| * | Create GameState, the single global for the root of everything | Dan Goodliffe | 2021-03-15 |
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| * | Create a new loop of test track | Dan Goodliffe | 2021-03-09 |
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| * | Initial commit of the orders/activities system | Dan Goodliffe | 2021-03-08 |
| | | | | | Has the main window provide some control over our test train | ||
| * | Move TickDuration type into global scope | Dan Goodliffe | 2021-03-08 |
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