summaryrefslogtreecommitdiff
path: root/game/vehicles
Commit message (Collapse)AuthorAge
* 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
* Basic support for rail wagonsDan 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