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Commit message (Collapse)AuthorAge
* Surface walk to set face surface propertyterrain-deform-2Dan Goodliffe11 hours
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* Add Triangle::centroidDan Goodliffe12 hours
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* Pass setHeights options as a struct with defaultsDan Goodliffe23 hours
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* Remove split face specialisationDan Goodliffe23 hours
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* Share code between boundary and strip edge node reuseDan Goodliffe25 hours
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* Reuse existing vertices when processing strip verticesDan Goodliffe9 days
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* Reuse existing vertices when processing boundary partsDan Goodliffe10 days
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* Fix do bounary part iterationDan Goodliffe10 days
| | | | Exit when current vertex is adjacent to the end
* Reverse order of last boundary part additionDan Goodliffe10 days
| | | | It's the manual last end, shame it has to be weird.
* First version rewrite of terrain deformation, much still to doDan Goodliffe12 days
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* Fix pruning of link historyDan Goodliffe2024-11-05
| | | | | | The current size isn't important, the length after prune is, and it should be checked before adding the new link as most of the train will still be on the previous one.
* Extract const for link history lengthDan Goodliffe2024-11-05
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* Extract consts and fix acceleration/decelartions ratesDan Goodliffe2024-11-05
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* Fix train/vehicle constructors to take const linksDan Goodliffe2024-11-05
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* Fix GenDef for networks, should be globalsDan Goodliffe2024-11-05
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* Support regenerating the terrain mesh from updated geodataDan Goodliffe2024-10-27
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* Improve sun illumination based on angular size and astronomical twilightDan Goodliffe2024-10-24
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* Further template maths functionsDan Goodliffe2024-10-21
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* Move lots of maths helpers to inline, constexpr, templatesDan Goodliffe2024-10-20
| | | | Always for working with different dimensions/types
* Don't dump stencil textureDan Goodliffe2024-10-10
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* Include foliage yaw rotation in vertex, pass through instead of whole model ↵Dan Goodliffe2024-10-10
| | | | rotation matrix
* Use LightDirection for calculating/passing all light dir componentsDan Goodliffe2024-10-06
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* Psycho-rebased branch billboard-shadows on top of mainDan Goodliffe2024-09-23
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| * Update stencil texture to 2d arrayDan Goodliffe2024-09-02
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| * Use billboard shadows for foliageDan Goodliffe2024-08-28
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| * Add a foliage vertex array for just the location dataDan Goodliffe2024-08-26
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| * Update asset stencils from shadow mapperDan Goodliffe2024-08-18
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| * Use texture alpha in shadow stencilDan Goodliffe2024-08-10
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| * Use mesh extents for shadow stencil extentsDan Goodliffe2024-08-10
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| * Initial commit of basic shadow depth map creationDan Goodliffe2024-08-10
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* | Adjust light colour as sun rises/setsDan Goodliffe2024-09-22
| | | | | | | | This is a bit made-up-maths/numbers, but it looks reasonable.
* | Calculate sunlight direction from worldTimeDan Goodliffe2024-09-22
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* | Move getSunPos to EnvironmentDan Goodliffe2024-09-20
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* | Add basic environment objectDan Goodliffe2024-09-20
|/ | | | Will hold world time/date, weather, location etc
* Apply StdTypeDefs for TextureDan Goodliffe2024-08-10
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* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
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* Remove abuse of std::adjacent_find from geoDataDan Goodliffe2024-05-25
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* Simplify new face split loopDan Goodliffe2024-04-26
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* Set the face surface type when setting heightDan Goodliffe2024-04-26
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* Don't return newly created faces from splitDan Goodliffe2024-04-26
| | | | | It's not as simple as it looks as adjacent faces may also be split, making this a bit misleading.
* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
| | | | Handles global position type, colourBias for surface types
* Create terrain vertices per surface typeDan Goodliffe2024-04-12
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* Introduce a basic terrain surface type assetDan Goodliffe2024-04-10
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* Add GeoData face property for surface typeDan Goodliffe2024-04-08
| | | | Arbitrary int type for now.
* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
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* Create water squares/polygons only where requiredDan Goodliffe2024-04-07
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* Fix creating a flat terrain of exactly the requested sizeDan Goodliffe2024-04-07
| | | | Which must be a size of multiples of GRID_SIZE, 10m
* Split water from terrainDan Goodliffe2024-04-06
| | | | Shares the geo data instance, and still has the same implementation at this stage.
* Don't garbage collect the terrain meshDan Goodliffe2024-04-04
| | | | Use skipping iterators instead, GC would be implicit during save/load
* Update normals only as requiredDan Goodliffe2024-04-04
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