Commit message (Collapse) | Author | Age | ||
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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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* | Maintain a history of links traversed | Dan Goodliffe | 2021-02-14 | |
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* | Link weak_ptrs | Dan Goodliffe | 2021-02-14 | |
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* | Code tidy-up | Dan Goodliffe | 2021-02-14 | |
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* | Add our first vehicle | Dan Goodliffe | 2021-02-14 | |