Commit message (Collapse) | Author | Age | |
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* | Simplify a lot of code with sincosf | Dan Goodliffe | 2021-03-03 |
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* | Create and use a shader program for things with absolute position | Dan Goodliffe | 2021-03-03 |
| | | | | Rails in this case. | ||
* | Replace Transform with Location | Dan Goodliffe | 2021-03-03 |
| | | | | Simpler, unbinds the transformation matrices for location, now done just in the shader. | ||
* | Implement joining two existing links/nodes | Dan Goodliffe | 2021-02-27 |
| | | | | This will likely make stupid connections in some circumstances, but they will be mechanically sound | ||
* | Add meandering support | Dan Goodliffe | 2021-02-22 |
| | | | | Add rail links between existing nodes and arbitrary points | ||
* | 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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* | Fix rail vehicle height according to rail height | Dan Goodliffe | 2021-02-21 |
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* | Fix inverted rail arc generation | Dan Goodliffe | 2021-02-21 |
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* | Tweak rail mesh to work in junctions better | 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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* | Custom land and water shaders | Dan Goodliffe | 2021-02-20 |
| | | | | | | | Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured according to land height by a custom shader. Also use the land mass mesh with a new water texture and a custom shader to create rather nice looking water effect with depth, waves and motion. | ||
* | Create smoother terrain | 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. | ||
* | Split landmass and water textures | Dan Goodliffe | 2021-02-17 |
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* | Split landmass and water meshes | Dan Goodliffe | 2021-02-17 |
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* | Don't keep the terrain vertex and index vectors | Dan Goodliffe | 2021-02-17 |
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* | 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 | ||
* | Return a Physical's whole location, not just position | Dan Goodliffe | 2021-02-15 |
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* | 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 |
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* | Apply pitch to vehicles on a link | Dan Goodliffe | 2021-02-14 |
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* | Fix vertical offset of curved rails | Dan Goodliffe | 2021-02-14 |
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* | Rename flat_angle to vector_yaw | Dan Goodliffe | 2021-02-14 |
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* | Don't copy shared_ptrs | Dan Goodliffe | 2021-02-14 |
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* | Support getting the position at a point along a link | Dan Goodliffe | 2021-02-14 |
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* | Keep radius and arc as part of rail curve | Dan Goodliffe | 2021-02-14 |
| | | | | Fixes order of mesh points oo fix culling | ||
* | Join links in rail graph | Dan Goodliffe | 2021-02-14 |
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* | Correctly scaled rails | Dan Goodliffe | 2021-02-14 |
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* | Floating point seconds TickDuration | Dan Goodliffe | 2021-02-14 |
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* | Construct an Arc from three points | Dan Goodliffe | 2021-02-14 |
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* | Single function for generating the rail link mesh | Dan Goodliffe | 2021-02-07 |
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* | Factor a lot of maths and stuff into utility | Dan Goodliffe | 2021-02-07 |
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* | Links have length, ends have entry direction | Dan Goodliffe | 2021-02-07 |
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* | Fix up the maths in creating curved rails | Dan Goodliffe | 2021-02-06 |
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* | Initial commit adding curved rail pieces | Dan Goodliffe | 2021-02-05 |
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* | Initial commit generating some basic rail network | Dan Goodliffe | 2021-02-05 |
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* | Create terrain as collection of meshes | Dan Goodliffe | 2021-02-04 |
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* | Restructure to allow a resource path and testing | Dan Goodliffe | 2021-02-04 |
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* | Basic support for loading a heightmap from an image | Dan Goodliffe | 2021-01-28 |
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* | Split common terrain code out | Dan Goodliffe | 2021-01-28 |
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