| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
| | | |||
| * | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | | Half of them acquired a .cpp part anyway | ||
| * | Handle rendering of RailVehicles through RailVehicleClass instancing | Dan Goodliffe | 2023-04-23 |
| | | | | | | | | Trains no longer need rendering as their parts are all RVC assets and that just works now. This commit creates some irritating duplication in RVC wrt body/2 bogies all of which are stored separately, but function in exactly the same way. This breaks RV shadows as we have no instancing shadow shaders yet. | ||
| * | Standard typedefs for Link | Dan Goodliffe | 2022-10-13 |
| | | |||
| * | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 |
| | | |||
| * | Initial implementation for being able to click in the main window to select ↵ | Dan Goodliffe | 2021-12-28 |
| | | | | | something | ||
| * | Move TickDuration to its own files | Dan Goodliffe | 2021-12-13 |
| | | |||
| * | 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 |
| | | |||
| * | Introduce the Train concept as a literal collection of rail vehicles | Dan Goodliffe | 2021-03-06 |
| | | |||
| * | Replace Transform with Location | Dan Goodliffe | 2021-03-03 |
| | | | | | Simpler, unbinds the transformation matrices for location, now done just in the shader. | ||
| * | Pass linters | Dan Goodliffe | 2021-02-20 |
| | | |||
| * | Pass a cppcheck | Dan Goodliffe | 2021-02-20 |
| | | |||
| * | 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 |
| | | |||
| * | Define a vehicle weak ptr | Dan Goodliffe | 2021-02-15 |
| | | |||
| * | Correctly follow rails according to wheelbase | Dan Goodliffe | 2021-02-14 |
| | | |||
| * | Maintain a history of links traversed | Dan Goodliffe | 2021-02-14 |
| | | |||
| * | Link weak_ptrs | Dan Goodliffe | 2021-02-14 |
| | | |||
| * | Code tidy-up | Dan Goodliffe | 2021-02-14 |
| | | |||
| * | Add our first vehicle | Dan Goodliffe | 2021-02-14 |
