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Commit message (Expand)AuthorAge
* Fix direction of difference vector calculating railVehicle new positionDan Goodliffe2026-04-03
* Move spot/point light persistence wrappers to assetFactoryDan Goodliffe2026-04-01
* Have Renderable manage all instance lightsDan Goodliffe2026-04-01
* Helper to instantiate transient static values as requiredDan Goodliffe2026-04-01
* Move light vertex structs outDan Goodliffe2026-03-31
* Use a single buffer for the location/rotation data of all renderable objectsDan Goodliffe2026-03-31
* Use std::chrono for worldTimeDan Goodliffe2026-03-27
* Improve calculations of the amount and colour of ambient and directional sun ...Dan Goodliffe2026-03-26
* Fix warnings in Environment:getSunPosDan Goodliffe2026-03-26
* Shared VAO for all 3 parts of RailVehicleClassDan Goodliffe2026-03-12
* Reuse vertex array objects for common structures with DSADan Goodliffe2026-03-11
* Sprinkling of glDebugScope in assets and render partsDan Goodliffe2026-03-11
* Split addAttribsFor away from requiring a buffer to bindDan Goodliffe2026-03-11
* Refactor glMappedBufferWriter into a DSA wrapper for std::spanDan Goodliffe2026-03-10
* Move all low level texture operations to DSA helpers in glTextureDan Goodliffe2026-03-08
* Fix naming violations in MeshDan Goodliffe2026-03-07
* Add glVertexArray useBufferDan Goodliffe2026-03-07
* Don't create and then replace shadow and billboard texturesDan Goodliffe2026-03-07
* Replace glContainer with glAllocatorDan Goodliffe2026-03-07
* Replace use of VertexArrayObject with glVertexArray/glBuffer DSA versionsDan Goodliffe2026-03-06
* Replace basic glVertexArray with a specific class ready for helpersDan Goodliffe2026-03-04
* Update stencils and billboards less oftenDan Goodliffe2026-03-04
* Calculate an appropriate billboardSize and useMeshClipDistDan Goodliffe2026-03-02
* Wrap up some low level texture operations in glTexture classDan Goodliffe2026-03-02
* Billboard foliageDan Goodliffe2026-02-28
* Simplified FrustumDan Goodliffe2026-02-21
* Fix up the preFrame process to use both frustumsDan Goodliffe2026-02-18
* Initial commit using tesselation shader to create curvesDan Goodliffe2026-01-31
* Avoid out parameters with Ray::intersectSphereDan Goodliffe2025-04-24
* Avoid out parameters with Ray::intersectTriangleDan Goodliffe2025-04-24
* Fix all warnings game/network/*Dan Goodliffe2025-04-23
* Add Asset interface to create an arbitrarily placed instanceDan Goodliffe2025-04-07
* Replace call to calc_vertex_normal_correctDan Goodliffe2025-04-05
* Add Renderable typed collection to GameState worldObjectsDan Goodliffe2025-03-23
* Make Collections::objects protected, extend interfaceDan Goodliffe2025-03-22
* Invert how shared/unique is specified for CollectionDan Goodliffe2025-03-22
* Add ManyPtr which tracks specified subclassesDan Goodliffe2025-03-22
* Split Terrain::generateMeshes into smaller functionsDan Goodliffe2025-03-12
* Cull terrain meshes from render that don't cast a shadow into the frustumDan Goodliffe2025-03-11
* Pass a Frustum to shadow renderersDan Goodliffe2025-03-11
* Template AxisAlignedBoundingBox on unit typeDan Goodliffe2025-03-11
* Current tile in frustum as we loopDan Goodliffe2025-03-11
* Construct terrain tile AxisAlignedBoundingBox during mesh generationDan Goodliffe2025-03-11
* Only render terrain tiles which are visible in the frustumDan Goodliffe2025-03-11
* Create AxisAlignedBoundingBoxDan Goodliffe2025-03-11
* Pass frustum into render functionsDan Goodliffe2025-03-07
* Work around clang thinking this is unused in lambdasDan Goodliffe2025-03-01
* Split meshes by surface and tileDan Goodliffe2025-02-26
* Improve Terrain::generateMeshes performanceDan Goodliffe2025-02-25
* Don't rely on triangle centroid not already having a surfaceDan Goodliffe2025-02-24