summaryrefslogtreecommitdiff
path: root/game/vehicles/vehicle.cpp
Commit message (Collapse)AuthorAge
* Fix train/vehicle constructors to take const linksDan Goodliffe2024-11-05
|
* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Standard typedefs for LinkDan Goodliffe2022-10-13
|
* Refactor to start splitting out UI componentsDan Goodliffe2021-12-13
|
* Implement goto so nodeDan Goodliffe2021-03-16
| | | | Encompasses determining a route and a distance to travel
* Merge nexts into endsDan Goodliffe2021-03-10
|
* Make objectives responsible for navigationDan Goodliffe2021-03-09
|
* Push link based movement into VehicleDan Goodliffe2021-03-09
| | | | | I think it's fair to make all vehicles uses links and nodes to navigate... even if those links, nodes are private to that vehicle
* Initial commit of the orders/activities systemDan Goodliffe2021-03-08
| | | | Has the main window provide some control over our test train
* Carve up the mess in game/vehiclesDan Goodliffe2021-03-06
|
* Pass lintersDan Goodliffe2021-02-20
|
* Mesh split, bogeys follow rails.Dan Goodliffe2021-02-19
| | | | | | | | | | | | | | 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.
* Rename types in LinkHistoryDan Goodliffe2021-02-16
|
* Correctly follow rails according to wheelbaseDan Goodliffe2021-02-14
|
* Maintain a history of links traversedDan Goodliffe2021-02-14
|
* Code tidy-upDan Goodliffe2021-02-14
|
* Add our first vehicleDan Goodliffe2021-02-14