Commit message (Collapse) | Author | Age | |
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* | Expose network base width and surface | Dan Goodliffe | 7 hours |
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* | SetHeightOptions surface changed to defaulted pointer | Dan Goodliffe | 7 hours |
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* | Update terrain meshes as required | Dan Goodliffe | 8 hours |
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* | Store a generation number for GeoData | Dan Goodliffe | 8 hours |
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* | Adjust track height to blend into terrain | Dan Goodliffe | 25 hours |
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* | Expose network link interface to define a base area of the link | Dan Goodliffe | 30 hours |
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* | Set height when reusing vertices during setHeights | Dan Goodliffe | 31 hours |
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* | Fix calculating radius and length of curved links | Dan Goodliffe | 41 hours |
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* | Add sanity checking logic to GeoData | Dan Goodliffe | 4 days |
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* | Don't cut internal boundaries | Dan Goodliffe | 4 days |
| | | | | | Existing terrain contains enough nodes, assumes input surface is flat. For non-flat requires, submit several surfaces. | ||
* | Don't make arbitrary changes to mesh for triangle boundaries | Dan Goodliffe | 4 days |
| | | | | | | | | | | Making these arbitrary changes can lead to inverted adjacent faces, instead just: a) use the near node where it is, or b) create the edge split along its length without lateral movement Same principal as previous commit, addresses issues where tracing would fail seemingly at random and throws on error now. | ||
* | Don't make arbitrary changes to mesh for triangle corners | Dan Goodliffe | 4 days |
| | | | | | | | | | | Making these arbitrary changes can lead to inverted adjacent faces, instead just: a) use the near node where it is, or b) create the edge split along its length without lateral movement Removes the check that these are already used and/or boundaries as they're not being changed now anyway. | ||
* | Reuse close edges when adding new vertices for surface | Dan Goodliffe | 7 days |
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* | Move GeoData::Triangle to global lib | Dan Goodliffe | 2024-12-01 |
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* | Remove GeoData::difference for points, use global version | Dan Goodliffe | 2024-12-01 |
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* | Update new/moved vertex normals | Dan Goodliffe | 2024-11-27 |
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* | Surface walk to set face surface property | Dan Goodliffe | 2024-11-24 |
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* | Add Triangle::centroid | Dan Goodliffe | 2024-11-24 |
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* | Pass setHeights options as a struct with defaults | Dan Goodliffe | 2024-11-23 |
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* | Remove split face specialisation | Dan Goodliffe | 2024-11-23 |
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* | Share code between boundary and strip edge node reuse | Dan Goodliffe | 2024-11-23 |
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* | Reuse existing vertices when processing strip vertices | Dan Goodliffe | 2024-11-16 |
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* | Reuse existing vertices when processing boundary parts | Dan Goodliffe | 2024-11-14 |
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* | Fix do bounary part iteration | Dan Goodliffe | 2024-11-14 |
| | | | | Exit when current vertex is adjacent to the end | ||
* | Reverse order of last boundary part addition | Dan Goodliffe | 2024-11-14 |
| | | | | It's the manual last end, shame it has to be weird. | ||
* | First version rewrite of terrain deformation, much still to do | Dan Goodliffe | 2024-11-13 |
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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 |