Commit message (Collapse) | Author | Age | |
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* | Push link based movement into Vehicle | Dan Goodliffe | 2021-03-09 |
| | | | | | 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 system | Dan Goodliffe | 2021-03-08 |
| | | | | Has the main window provide some control over our test train | ||
* | Carve up the mess in game/vehicles | Dan Goodliffe | 2021-03-06 |
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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. | ||
* | Rename types in LinkHistory | Dan Goodliffe | 2021-02-16 |
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* | Correctly follow rails according to wheelbase | Dan Goodliffe | 2021-02-14 |
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* | Maintain a history of links traversed | 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 |