Commit message (Collapse) | Author | Age | |
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* | Push lots of stuff into rail vehicle class | Dan Goodliffe | 2021-03-06 |
| | | | | Derives lots more info directly from the model | ||
* | Introduce the rail vehicle class for the definition of the vehicle | Dan Goodliffe | 2021-03-06 |
| | | | | Not an instance of the vehicle. | ||
* | Replace Transform with Location | Dan Goodliffe | 2021-03-03 |
| | | | | Simpler, unbinds the transformation matrices for location, now done just in the shader. | ||
* | Named model parts, fix bogie spelling, new brush47 model | Dan Goodliffe | 2021-02-21 |
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* | Pass linters | Dan Goodliffe | 2021-02-20 |
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* | Mesh split, bogeys follow rails. | Dan Goodliffe | 2021-02-19 |
| | | | | | | | | | | | | | | Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically. | ||
* | Tidy code for calculating position of rail vehicle by bogeys | Dan Goodliffe | 2021-02-16 |
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* | Basic support for rail wagons | Dan Goodliffe | 2021-02-15 |
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* | Correctly follow rails according to wheelbase | Dan Goodliffe | 2021-02-14 |
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* | Code tidy-up | Dan Goodliffe | 2021-02-14 |
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* | Add our first vehicle | Dan Goodliffe | 2021-02-14 |