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* Introduce a basic terrain surface type assetDan Goodliffe2024-04-10
* Add GeoData face property for surface typeDan Goodliffe2024-04-08
* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
* Create water squares/polygons only where requiredDan Goodliffe2024-04-07
* Fix creating a flat terrain of exactly the requested sizeDan Goodliffe2024-04-07
* Split water from terrainDan Goodliffe2024-04-06
* Don't garbage collect the terrain meshDan Goodliffe2024-04-04
* Update normals only as requiredDan Goodliffe2024-04-04
* Boundary edge and one time split with repeated 4-way split of large facesDan Goodliffe2024-04-01
* Add lots of simple triangle property helpersDan Goodliffe2024-04-01
* Replace face 4-way splitDan Goodliffe2024-04-01
* Factor out some helper lambdas into membersDan Goodliffe2024-03-31
* Split long boundary edgesDan Goodliffe2024-03-31
* Split faces with two large boundary sidesDan Goodliffe2024-03-31
* Don't save original face handlesDan Goodliffe2024-03-31
* Handle almost straight edges with a simple bisectDan Goodliffe2024-03-30
* Dedupe addition of extrusionsDan Goodliffe2024-03-23
* Handle and test concave surface boundariesDan Goodliffe2024-03-23
* Create extents purely from corner arcsDan Goodliffe2024-03-23
* Remove boundary collectionDan Goodliffe2024-03-23
* Extract vector_normal helper into libDan Goodliffe2024-03-23
* Add helper constructors to ArcDan Goodliffe2024-03-21
* Make arc_length a member functionDan Goodliffe2024-03-21
* Simplify creation of planesDan Goodliffe2024-03-18
* maybe_unused return from cut point searchDan Goodliffe2024-03-18
* Switch to using planes instead of triangles for deformaton cutDan Goodliffe2024-03-18
* Fix generation of halfedge extrusion extentsDan Goodliffe2024-03-14
* Simplify cut loop and termination case searchDan Goodliffe2024-03-14
* Rewrite most of setHeightsDan Goodliffe2024-03-08
* Bail out early if the input does not define an areaDan Goodliffe2024-03-08
* Remove the nosplit listDan Goodliffe2024-02-24
* Psycho-rebased branch deform-terrain on top of mainDan Goodliffe2024-02-24
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| * First cut of terrain deformationDan Goodliffe2024-02-22
| * Fix calculation of texture coords of terrainDan Goodliffe2024-02-22
| * Fix getting cartesian coords from triangle bariposDan Goodliffe2024-02-14
| * Include face handle in intersectRay resultDan Goodliffe2024-02-13
| * Add helpers for testing for triangle overlap/containednessDan Goodliffe2024-02-12
| * Create flat GeoData as 10m squares instead of one big squareDan Goodliffe2024-02-12
* | Simplify vector addition/subtraction with differnt typesDan Goodliffe2024-02-24
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* Remove the generic cache completelyDan Goodliffe2024-01-26
* Remove the static texture cacheDan Goodliffe2024-01-25
* Bind the network profile in as uniformsDan Goodliffe2024-01-22
* Remove the old custom mesh per network link renderingDan Goodliffe2024-01-21
* Pass curve link radius, no recalculate, its constantDan Goodliffe2024-01-20
* Implement basic network curve part shaderDan Goodliffe2024-01-20
* Update network with vertex arrayDan Goodliffe2024-01-20
* Render rail network using new shadersDan Goodliffe2024-01-20
* Copy render vital link data to vertex bufferDan Goodliffe2024-01-20
* We only need 3x3 matrix for model rotation specDan Goodliffe2024-01-13
* Only create VAOs for the light type(s) in useDan Goodliffe2024-01-13