Commit message (Collapse) | Author | Age | ||
---|---|---|---|---|
... | ||||
* | Add findNodeAt to locate a node instance by position | Dan Goodliffe | 2021-03-10 | |
| | ||||
* | Merge nexts into ends | Dan Goodliffe | 2021-03-10 | |
| | ||||
* | Please joining links midpoint height better | Dan Goodliffe | 2021-03-09 | |
| | ||||
* | Make objectives responsible for navigation | Dan Goodliffe | 2021-03-09 | |
| | ||||
* | Split ActivityOf<> into its own file | Dan Goodliffe | 2021-03-09 | |
| | ||||
* | Push link based movement into Vehicle | Dan Goodliffe | 2021-03-09 | |
| | | | | | I think it's fair to make all vehicles uses links and nodes to navigate... even if those links, nodes are private to that vehicle | |||
* | Initial commit of the orders/activities system | Dan Goodliffe | 2021-03-08 | |
| | | | | Has the main window provide some control over our test train | |||
* | Shut up cppcheck, an STL implementation of that would be stupid | Dan Goodliffe | 2021-03-08 | |
| | ||||
* | Move TickDuration type into global scope | Dan Goodliffe | 2021-03-08 | |
| | ||||
* | Add maxSpeed to rail vehicle class | Dan Goodliffe | 2021-03-07 | |
| | ||||
* | Carve up the mess in game/vehicles | Dan Goodliffe | 2021-03-06 | |
| | ||||
* | Introduce the Train concept as a literal collection of rail vehicles | Dan Goodliffe | 2021-03-06 | |
| | ||||
* | Push lots of stuff into rail vehicle class | Dan Goodliffe | 2021-03-06 | |
| | | | | Derives lots more info directly from the model | |||
* | Introduce the rail vehicle class for the definition of the vehicle | Dan Goodliffe | 2021-03-06 | |
| | | | | Not an instance of the vehicle. | |||
* | Simplify a lot of code with sincosf | Dan Goodliffe | 2021-03-03 | |
| | ||||
* | Create and use a shader program for things with absolute position | Dan Goodliffe | 2021-03-03 | |
| | | | | Rails in this case. | |||
* | Replace Transform with Location | Dan Goodliffe | 2021-03-03 | |
| | | | | Simpler, unbinds the transformation matrices for location, now done just in the shader. | |||
* | Implement joining two existing links/nodes | Dan Goodliffe | 2021-02-27 | |
| | | | | This will likely make stupid connections in some circumstances, but they will be mechanically sound | |||
* | Add meandering support | Dan Goodliffe | 2021-02-22 | |
| | | | | Add rail links between existing nodes and arbitrary points | |||
* | Named model parts, fix bogie spelling, new brush47 model | Dan Goodliffe | 2021-02-21 | |
| | ||||
* | Choose a random direction at junctions | Dan Goodliffe | 2021-02-21 | |
| | ||||
* | Fix drawing order of rail vehicle parts | Dan Goodliffe | 2021-02-21 | |
| | ||||
* | Fix rail vehicle height according to rail height | Dan Goodliffe | 2021-02-21 | |
| | ||||
* | Fix inverted rail arc generation | Dan Goodliffe | 2021-02-21 | |
| | ||||
* | Tweak rail mesh to work in junctions better | Dan Goodliffe | 2021-02-21 | |
| | ||||
* | Pass linters | Dan Goodliffe | 2021-02-20 | |
| | ||||
* | Pass a cppcheck | Dan Goodliffe | 2021-02-20 | |
| | ||||
* | Custom land and water shaders | Dan Goodliffe | 2021-02-20 | |
| | | | | | | | 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 terrain | Dan Goodliffe | 2021-02-20 | |
| | ||||
* | Mesh split, bogeys follow rails. | Dan Goodliffe | 2021-02-19 | |
| | | | | | | | | | | | | | | 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 textures | Dan Goodliffe | 2021-02-17 | |
| | ||||
* | Split landmass and water meshes | Dan Goodliffe | 2021-02-17 | |
| | ||||
* | Don't keep the terrain vertex and index vectors | Dan Goodliffe | 2021-02-17 | |
| | ||||
* | Tidy code for calculating position of rail vehicle by bogeys | Dan Goodliffe | 2021-02-16 | |
| | ||||
* | Rename types in LinkHistory | Dan Goodliffe | 2021-02-16 | |
| | ||||
* | Define a vehicle weak ptr | Dan Goodliffe | 2021-02-15 | |
| | ||||
* | Increase length of Brush47 | Dan Goodliffe | 2021-02-15 | |
| | | | | It's supposed to cover half the gap between wagons too | |||
* | Return a Physical's whole location, not just position | Dan Goodliffe | 2021-02-15 | |
| | ||||
* | Basic support for rail wagons | Dan Goodliffe | 2021-02-15 | |
| | ||||
* | Correctly follow rails according to wheelbase | Dan Goodliffe | 2021-02-14 | |
| | ||||
* | Maintain a history of links traversed | Dan Goodliffe | 2021-02-14 | |
| | ||||
* | Link weak_ptrs | Dan Goodliffe | 2021-02-14 | |
| | ||||
* | Code tidy-up | Dan Goodliffe | 2021-02-14 | |
| | ||||
* | Add our first vehicle | Dan Goodliffe | 2021-02-14 | |
| | ||||
* | Apply pitch to vehicles on a link | Dan Goodliffe | 2021-02-14 | |
| | ||||
* | Fix vertical offset of curved rails | Dan Goodliffe | 2021-02-14 | |
| | ||||
* | Rename flat_angle to vector_yaw | Dan Goodliffe | 2021-02-14 | |
| | ||||
* | Don't copy shared_ptrs | Dan Goodliffe | 2021-02-14 | |
| | ||||
* | Support getting the position at a point along a link | Dan Goodliffe | 2021-02-14 | |
| | ||||
* | Keep radius and arc as part of rail curve | Dan Goodliffe | 2021-02-14 | |
| | | | | Fixes order of mesh points oo fix culling |