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Commit message (Collapse)AuthorAge
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* Implement joining two existing links/nodesDan Goodliffe2021-02-27
| | | | This will likely make stupid connections in some circumstances, but they will be mechanically sound
* Add meandering supportDan Goodliffe2021-02-22
| | | | Add rail links between existing nodes and arbitrary points
* Named model parts, fix bogie spelling, new brush47 modelDan Goodliffe2021-02-21
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* Choose a random direction at junctionsDan Goodliffe2021-02-21
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* Fix drawing order of rail vehicle partsDan Goodliffe2021-02-21
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* Fix rail vehicle height according to rail heightDan Goodliffe2021-02-21
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* Fix inverted rail arc generationDan Goodliffe2021-02-21
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* Tweak rail mesh to work in junctions betterDan Goodliffe2021-02-21
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* Pass lintersDan Goodliffe2021-02-20
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* Pass a cppcheckDan Goodliffe2021-02-20
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* Custom land and water shadersDan Goodliffe2021-02-20
| | | | | | | 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 terrainDan Goodliffe2021-02-20
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* Mesh split, bogeys follow rails.Dan Goodliffe2021-02-19
| | | | | | | | | | | | | | 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 texturesDan Goodliffe2021-02-17
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* Split landmass and water meshesDan Goodliffe2021-02-17
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* Don't keep the terrain vertex and index vectorsDan Goodliffe2021-02-17
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* Tidy code for calculating position of rail vehicle by bogeysDan Goodliffe2021-02-16
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* Rename types in LinkHistoryDan Goodliffe2021-02-16
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* Define a vehicle weak ptrDan Goodliffe2021-02-15
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* Increase length of Brush47Dan Goodliffe2021-02-15
| | | | It's supposed to cover half the gap between wagons too
* Return a Physical's whole location, not just positionDan Goodliffe2021-02-15
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* Basic support for rail wagonsDan Goodliffe2021-02-15
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* Correctly follow rails according to wheelbaseDan Goodliffe2021-02-14
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* Maintain a history of links traversedDan Goodliffe2021-02-14
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* Link weak_ptrsDan Goodliffe2021-02-14
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* Code tidy-upDan Goodliffe2021-02-14
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* Add our first vehicleDan Goodliffe2021-02-14
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* Apply pitch to vehicles on a linkDan Goodliffe2021-02-14
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* Fix vertical offset of curved railsDan Goodliffe2021-02-14
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* Rename flat_angle to vector_yawDan Goodliffe2021-02-14
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* Don't copy shared_ptrsDan Goodliffe2021-02-14
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* Support getting the position at a point along a linkDan Goodliffe2021-02-14
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* Keep radius and arc as part of rail curveDan Goodliffe2021-02-14
| | | | Fixes order of mesh points oo fix culling
* Join links in rail graphDan Goodliffe2021-02-14
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* Correctly scaled railsDan Goodliffe2021-02-14
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* Floating point seconds TickDurationDan Goodliffe2021-02-14
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* Construct an Arc from three pointsDan Goodliffe2021-02-14
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* Single function for generating the rail link meshDan Goodliffe2021-02-07
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* Factor a lot of maths and stuff into utilityDan Goodliffe2021-02-07
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* Links have length, ends have entry directionDan Goodliffe2021-02-07
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* Fix up the maths in creating curved railsDan Goodliffe2021-02-06
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* Initial commit adding curved rail piecesDan Goodliffe2021-02-05
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* Initial commit generating some basic rail networkDan Goodliffe2021-02-05
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* Create terrain as collection of meshesDan Goodliffe2021-02-04
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* Restructure to allow a resource path and testingDan Goodliffe2021-02-04
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* Basic support for loading a heightmap from an imageDan Goodliffe2021-01-28
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* Split common terrain code outDan Goodliffe2021-01-28
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* Generate some random terrain with a water layerDan Goodliffe2021-01-26
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* Use vector sizes when passing terrain to openglDan Goodliffe2021-01-26
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* Generate some basic flat terrainDan Goodliffe2021-01-25
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