summaryrefslogtreecommitdiff
path: root/game/vehicles/vehicle.h
Commit message (Collapse)AuthorAge
* Initial implementation for being able to click in the main window to select ↵Dan Goodliffe2021-12-28
| | | | something
* Move TickDuration to its own filesDan Goodliffe2021-12-13
|
* 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
|
* Introduce the Train concept as a literal collection of rail vehiclesDan Goodliffe2021-03-06
|
* Replace Transform with LocationDan Goodliffe2021-03-03
| | | | Simpler, unbinds the transformation matrices for location, now done just in the shader.
* Pass lintersDan Goodliffe2021-02-20
|
* Pass a cppcheckDan 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
|
* Define a vehicle weak ptrDan Goodliffe2021-02-15
|
* Correctly follow rails according to wheelbaseDan Goodliffe2021-02-14
|
* Maintain a history of links traversedDan Goodliffe2021-02-14
|
* Link weak_ptrsDan Goodliffe2021-02-14
|
* Code tidy-upDan Goodliffe2021-02-14
|
* Add our first vehicleDan Goodliffe2021-02-14