Commit message (Collapse) | Author | Age | |
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* | Reuse existing vertices when processing boundary partsterrain-deform-2 | Dan Goodliffe | 8 days |
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* | Fix do bounary part iteration | Dan Goodliffe | 8 days |
| | | | | Exit when current vertex is adjacent to the end | ||
* | Reverse order of last boundary part addition | Dan Goodliffe | 8 days |
| | | | | It's the manual last end, shame it has to be weird. | ||
* | First version rewrite of terrain deformation, much still to do | Dan Goodliffe | 9 days |
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* | Fix pruning of link history | Dan Goodliffe | 2024-11-05 |
| | | | | | | 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 length | Dan Goodliffe | 2024-11-05 |
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* | Extract consts and fix acceleration/decelartions rates | Dan Goodliffe | 2024-11-05 |
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* | Fix train/vehicle constructors to take const links | Dan Goodliffe | 2024-11-05 |
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* | Fix GenDef for networks, should be globals | Dan Goodliffe | 2024-11-05 |
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* | Support regenerating the terrain mesh from updated geodata | Dan Goodliffe | 2024-10-27 |
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* | Improve sun illumination based on angular size and astronomical twilight | Dan Goodliffe | 2024-10-24 |
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* | Further template maths functions | Dan Goodliffe | 2024-10-21 |
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* | Move lots of maths helpers to inline, constexpr, templates | Dan Goodliffe | 2024-10-20 |
| | | | | Always for working with different dimensions/types | ||
* | Don't dump stencil texture | Dan Goodliffe | 2024-10-10 |
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* | Include foliage yaw rotation in vertex, pass through instead of whole model ↵ | Dan Goodliffe | 2024-10-10 |
| | | | | rotation matrix | ||
* | Use LightDirection for calculating/passing all light dir components | Dan Goodliffe | 2024-10-06 |
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* | Psycho-rebased branch billboard-shadows on top of main | Dan Goodliffe | 2024-09-23 |
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| * | Update stencil texture to 2d array | Dan Goodliffe | 2024-09-02 |
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| * | Use billboard shadows for foliage | Dan Goodliffe | 2024-08-28 |
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| * | Add a foliage vertex array for just the location data | Dan Goodliffe | 2024-08-26 |
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| * | Update asset stencils from shadow mapper | Dan Goodliffe | 2024-08-18 |
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| * | Use texture alpha in shadow stencil | Dan Goodliffe | 2024-08-10 |
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| * | Use mesh extents for shadow stencil extents | Dan Goodliffe | 2024-08-10 |
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| * | Initial commit of basic shadow depth map creation | Dan Goodliffe | 2024-08-10 |
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* | | Adjust light colour as sun rises/sets | Dan Goodliffe | 2024-09-22 |
| | | | | | | | | This is a bit made-up-maths/numbers, but it looks reasonable. | ||
* | | Calculate sunlight direction from worldTime | Dan Goodliffe | 2024-09-22 |
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* | | Move getSunPos to Environment | Dan Goodliffe | 2024-09-20 |
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* | | Add basic environment object | Dan Goodliffe | 2024-09-20 |
|/ | | | | Will hold world time/date, weather, location etc | ||
* | Apply StdTypeDefs for Texture | Dan Goodliffe | 2024-08-10 |
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* | Add shadow shader which takes into account texture transparency | Dan Goodliffe | 2024-07-07 |
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* | Remove abuse of std::adjacent_find from geoData | Dan Goodliffe | 2024-05-25 |
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* | Simplify new face split loop | Dan Goodliffe | 2024-04-26 |
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* | Set the face surface type when setting height | Dan Goodliffe | 2024-04-26 |
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* | Don't return newly created faces from split | Dan Goodliffe | 2024-04-26 |
| | | | | | 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 landmass | Dan Goodliffe | 2024-04-16 |
| | | | | Handles global position type, colourBias for surface types | ||
* | Create terrain vertices per surface type | Dan Goodliffe | 2024-04-12 |
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* | Introduce a basic terrain surface type asset | Dan Goodliffe | 2024-04-10 |
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* | Add GeoData face property for surface type | Dan Goodliffe | 2024-04-08 |
| | | | | Arbitrary int type for now. | ||
* | Stripped down water vertex and simplified shaders | Dan Goodliffe | 2024-04-07 |
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* | Create water squares/polygons only where required | Dan Goodliffe | 2024-04-07 |
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* | Fix creating a flat terrain of exactly the requested size | Dan Goodliffe | 2024-04-07 |
| | | | | Which must be a size of multiples of GRID_SIZE, 10m | ||
* | Split water from terrain | Dan Goodliffe | 2024-04-06 |
| | | | | Shares the geo data instance, and still has the same implementation at this stage. | ||
* | Don't garbage collect the terrain mesh | Dan Goodliffe | 2024-04-04 |
| | | | | Use skipping iterators instead, GC would be implicit during save/load | ||
* | Update normals only as required | Dan Goodliffe | 2024-04-04 |
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* | Boundary edge and one time split with repeated 4-way split of large faces | Dan Goodliffe | 2024-04-01 |
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* | Add lots of simple triangle property helpers | Dan Goodliffe | 2024-04-01 |
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* | Replace face 4-way split | Dan Goodliffe | 2024-04-01 |
| | | | | Fixes integer rounding issue and returns the new face handles | ||
* | Factor out some helper lambdas into members | Dan Goodliffe | 2024-03-31 |
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* | Split long boundary edges | Dan Goodliffe | 2024-03-31 |
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* | Split faces with two large boundary sides | Dan Goodliffe | 2024-03-31 |
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