| Commit message (Collapse) | Author | Age |
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
|
| |
|
|
|
|
|
| |
This makes more sense when you realise that the existing navigation
workings work on exactly the same type!
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Rails in this case.
|
|
|
|
| |
Simpler, unbinds the transformation matrices for location, now done just in the shader.
|
|
|
|
| |
This will likely make stupid connections in some circumstances, but they will be mechanically sound
|
|
|
|
| |
Add rail links between existing nodes and arbitrary points
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Fixes order of mesh points oo fix culling
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|