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* 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
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* Choose a random direction at junctionsDan Goodliffe2021-02-21
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* Fix drawing order of rail vehicle partsDan Goodliffe2021-02-21
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* Pass lintersDan Goodliffe2021-02-20
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* Pass a cppcheckDan Goodliffe2021-02-20
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* 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
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* Rename types in LinkHistoryDan Goodliffe2021-02-16
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* Define a vehicle weak ptrDan Goodliffe2021-02-15
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* 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
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* Correctly follow rails according to wheelbaseDan Goodliffe2021-02-14
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* Maintain a history of links traversedDan Goodliffe2021-02-14
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* Link weak_ptrsDan Goodliffe2021-02-14
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* Code tidy-upDan Goodliffe2021-02-14
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* Add our first vehicleDan Goodliffe2021-02-14