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Commit message (Collapse)AuthorAge
* Store a generation number for GeoDataDan Goodliffe5 days
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* Adjust track height to blend into terrainDan Goodliffe6 days
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* Expose network link interface to define a base area of the linkDan Goodliffe6 days
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* Set height when reusing vertices during setHeightsDan Goodliffe6 days
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* Fix calculating radius and length of curved linksDan Goodliffe7 days
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* Add sanity checking logic to GeoDataDan Goodliffe9 days
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* Don't cut internal boundariesDan Goodliffe9 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 boundariesDan Goodliffe9 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 cornersDan Goodliffe9 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 surfaceDan Goodliffe12 days
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* Move GeoData::Triangle to global libDan Goodliffe2024-12-01
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* Remove GeoData::difference for points, use global versionDan Goodliffe2024-12-01
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* Update new/moved vertex normalsDan Goodliffe2024-11-27
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* Surface walk to set face surface propertyDan Goodliffe2024-11-24
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* Add Triangle::centroidDan Goodliffe2024-11-24
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* Pass setHeights options as a struct with defaultsDan Goodliffe2024-11-23
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* Remove split face specialisationDan Goodliffe2024-11-23
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* Share code between boundary and strip edge node reuseDan Goodliffe2024-11-23
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* Reuse existing vertices when processing strip verticesDan Goodliffe2024-11-16
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* Reuse existing vertices when processing boundary partsDan Goodliffe2024-11-14
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* Fix do bounary part iterationDan Goodliffe2024-11-14
| | | | Exit when current vertex is adjacent to the end
* Reverse order of last boundary part additionDan Goodliffe2024-11-14
| | | | It's the manual last end, shame it has to be weird.
* First version rewrite of terrain deformation, much still to doDan Goodliffe2024-11-13
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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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