summaryrefslogtreecommitdiff
path: root/game/vehicles
Commit message (Collapse)AuthorAge
* Refactor InstanceVertices in terms of glContainerDan Goodliffe2023-05-01
|
* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Draw rail vehicle classes and foliage with new mesh instance helperDan Goodliffe2023-04-26
|
* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
|
* Handle rendering of RailVehicles through RailVehicleClass instancingDan Goodliffe2023-04-23
| | | | | | | 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.
* Remove the old .obj load, assets and supporting stuffDan Goodliffe2023-04-14
|
* Support creating a super texture from fragmentsDan Goodliffe2023-03-14
| | | | Currently makes wild assumptions about vertices and doesn't actually populate the texture, it's just grey
* Default RailVehicle bogie positions according to class wheelBaseDan Goodliffe2023-03-04
| | | | Useful for render tests so everything looks sane
* RailVehicleClass now renders bogie shadows as well as bodyDan Goodliffe2023-03-04
|
* Load length, wheelBase and maxSpeed RailVehicleClass properties from XMLDan Goodliffe2023-03-04
| | | | Adjusts bogie position to appear correct according to wheelBase
* RailVehicleClass texture might be nullDan Goodliffe2023-03-04
|
* Support and load factory asset directly into a RailVehicleClass instanceDan Goodliffe2023-03-04
|
* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
| | | | | Lots of hard coding, buggy in places, far from great, but the basics work.
* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
|
* Setting texture unit on bindDan Goodliffe2022-10-30
| | | | Always sets the target unit before binding, allows specifying the unit
* Rename shadowing variableDan Goodliffe2022-10-22
|
* Standard typedefs for MeshDan Goodliffe2022-10-13
|
* Standard typedefs for LinkDan Goodliffe2022-10-13
|
* We know the last param is distance nowDan Goodliffe2022-01-16
|
* Encapsulate RayDan Goodliffe2022-01-02
|
* Replace include guard macros with pragma onceDan Goodliffe2022-01-02
|
* Initial implementation for being able to click in the main window to select ↵Dan Goodliffe2021-12-28
| | | | something
* Refactor to start splitting out UI componentsDan Goodliffe2021-12-13
|
* Move TickDuration to its own filesDan Goodliffe2021-12-13
|
* Fix up all remaining warningsDan Goodliffe2021-11-28
|
* Enable all Jason Turner recommended warningsDan Goodliffe2021-11-26
|
* Swap y,z axisDan Goodliffe2021-11-16
| | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
* Implement goto so nodeDan Goodliffe2021-03-16
| | | | Encompasses determining a route and a distance to travel
* Allow activities to be changed when doing themDan Goodliffe2021-03-16
|
* 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
* Add maxSpeed to rail vehicle classDan Goodliffe2021-03-07
|
* Carve up the mess in game/vehiclesDan Goodliffe2021-03-06
|
* Introduce the Train concept as a literal collection of rail vehiclesDan Goodliffe2021-03-06
|
* Push lots of stuff into rail vehicle classDan Goodliffe2021-03-06
| | | | Derives lots more info directly from the model
* Introduce the rail vehicle class for the definition of the vehicleDan Goodliffe2021-03-06
| | | | Not an instance of the vehicle.
* Replace Transform with LocationDan Goodliffe2021-03-03
| | | | Simpler, unbinds the transformation matrices for location, now done just in the shader.
* Named model parts, fix bogie spelling, new brush47 modelDan Goodliffe2021-02-21
|
* Choose a random direction at junctionsDan Goodliffe2021-02-21
|
* Fix drawing order of rail vehicle partsDan Goodliffe2021-02-21
|
* 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.
* Tidy code for calculating position of rail vehicle by bogeysDan Goodliffe2021-02-16
|
* Rename types in LinkHistoryDan Goodliffe2021-02-16
|
* Define a vehicle weak ptrDan Goodliffe2021-02-15
|
* Increase length of Brush47Dan Goodliffe2021-02-15
| | | | It's supposed to cover half the gap between wagons too