Commit message (Collapse) | Author | Age | |
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* | Draw rail vehicle classes and foliage with new mesh instance helper | Dan Goodliffe | 2023-04-26 |
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* | Pop and complete instanced shadow support | Dan Goodliffe | 2023-04-26 |
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* | 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. | ||
* | Remove the old .obj load, assets and supporting stuff | Dan Goodliffe | 2023-04-14 |
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* | Support creating a super texture from fragments | Dan Goodliffe | 2023-03-14 |
| | | | | Currently makes wild assumptions about vertices and doesn't actually populate the texture, it's just grey | ||
* | Default RailVehicle bogie positions according to class wheelBase | Dan Goodliffe | 2023-03-04 |
| | | | | Useful for render tests so everything looks sane | ||
* | RailVehicleClass now renders bogie shadows as well as body | Dan Goodliffe | 2023-03-04 |
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* | Load length, wheelBase and maxSpeed RailVehicleClass properties from XML | Dan Goodliffe | 2023-03-04 |
| | | | | Adjusts bogie position to appear correct according to wheelBase | ||
* | RailVehicleClass texture might be null | Dan Goodliffe | 2023-03-04 |
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* | Support and load factory asset directly into a RailVehicleClass instance | Dan Goodliffe | 2023-03-04 |
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* | Initial commit of the shadow map generator and shadows render interface | Dan Goodliffe | 2022-12-03 |
| | | | | | Lots of hard coding, buggy in places, far from great, but the basics work. | ||
* | Restructure how shaders are worked with | Dan Goodliffe | 2022-11-03 |
| | | | | Needs a tidy-up | ||
* | Rename Shader to SceneShader | Dan Goodliffe | 2022-11-03 |
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* | Setting texture unit on bind | Dan Goodliffe | 2022-10-30 |
| | | | | Always sets the target unit before binding, allows specifying the unit | ||
* | Rename shadowing variable | Dan Goodliffe | 2022-10-22 |
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* | Standard typedefs for Mesh | Dan Goodliffe | 2022-10-13 |
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* | Standard typedefs for Link | Dan Goodliffe | 2022-10-13 |
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* | We know the last param is distance now | Dan Goodliffe | 2022-01-16 |
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* | Encapsulate Ray | Dan Goodliffe | 2022-01-02 |
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* | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 |
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* | Initial implementation for being able to click in the main window to select ↵ | Dan Goodliffe | 2021-12-28 |
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* | Refactor to start splitting out UI components | Dan Goodliffe | 2021-12-13 |
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* | Move TickDuration to its own files | Dan Goodliffe | 2021-12-13 |
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* | Fix up all remaining warnings | Dan Goodliffe | 2021-11-28 |
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* | Enable all Jason Turner recommended warnings | Dan Goodliffe | 2021-11-26 |
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* | Swap y,z axis | Dan Goodliffe | 2021-11-16 |
| | | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared. | ||
* | Implement goto so node | Dan Goodliffe | 2021-03-16 |
| | | | | Encompasses determining a route and a distance to travel | ||
* | Allow activities to be changed when doing them | Dan Goodliffe | 2021-03-16 |
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* | Merge nexts into ends | Dan Goodliffe | 2021-03-10 |
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* | Make objectives responsible for navigation | Dan Goodliffe | 2021-03-09 |
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* | 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 | ||
* | Add maxSpeed to rail vehicle class | Dan Goodliffe | 2021-03-07 |
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* | Carve up the mess in game/vehicles | Dan Goodliffe | 2021-03-06 |
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* | Introduce the Train concept as a literal collection of rail vehicles | Dan Goodliffe | 2021-03-06 |
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* | Push lots of stuff into rail vehicle class | Dan Goodliffe | 2021-03-06 |
| | | | | Derives lots more info directly from the model | ||
* | Introduce the rail vehicle class for the definition of the vehicle | Dan Goodliffe | 2021-03-06 |
| | | | | Not an instance of the vehicle. | ||
* | Replace Transform with Location | Dan Goodliffe | 2021-03-03 |
| | | | | Simpler, unbinds the transformation matrices for location, now done just in the shader. | ||
* | Named model parts, fix bogie spelling, new brush47 model | Dan Goodliffe | 2021-02-21 |
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* | Choose a random direction at junctions | Dan Goodliffe | 2021-02-21 |
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* | Fix drawing order of rail vehicle parts | Dan Goodliffe | 2021-02-21 |
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* | Pass linters | Dan Goodliffe | 2021-02-20 |
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* | Pass a cppcheck | Dan Goodliffe | 2021-02-20 |
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* | 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. | ||
* | Tidy code for calculating position of rail vehicle by bogeys | Dan Goodliffe | 2021-02-16 |
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* | Rename types in LinkHistory | Dan Goodliffe | 2021-02-16 |
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* | Define a vehicle weak ptr | Dan Goodliffe | 2021-02-15 |
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* | Increase length of Brush47 | Dan Goodliffe | 2021-02-15 |
| | | | | It's supposed to cover half the gap between wagons too | ||
* | Basic support for rail wagons | Dan Goodliffe | 2021-02-15 |
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* | Correctly follow rails according to wheelbase | Dan Goodliffe | 2021-02-14 |
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