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Commit message (Expand)AuthorAge
* Reuse existing vertices when processing strip verticesDan Goodliffe9 days
* Reuse existing vertices when processing boundary partsDan Goodliffe11 days
* Fix do bounary part iterationDan Goodliffe11 days
* Reverse order of last boundary part additionDan Goodliffe11 days
* First version rewrite of terrain deformation, much still to doDan Goodliffe12 days
* Fix pruning of link historyDan Goodliffe2024-11-05
* Extract const for link history lengthDan Goodliffe2024-11-05
* Extract consts and fix acceleration/decelartions ratesDan Goodliffe2024-11-05
* Fix train/vehicle constructors to take const linksDan Goodliffe2024-11-05
* Fix GenDef for networks, should be globalsDan Goodliffe2024-11-05
* Support regenerating the terrain mesh from updated geodataDan Goodliffe2024-10-27
* Improve sun illumination based on angular size and astronomical twilightDan Goodliffe2024-10-24
* Further template maths functionsDan Goodliffe2024-10-21
* Move lots of maths helpers to inline, constexpr, templatesDan Goodliffe2024-10-20
* Don't dump stencil textureDan Goodliffe2024-10-10
* Include foliage yaw rotation in vertex, pass through instead of whole model r...Dan Goodliffe2024-10-10
* Use LightDirection for calculating/passing all light dir componentsDan Goodliffe2024-10-06
* 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
| * Use billboard shadows for foliageDan Goodliffe2024-08-28
| * Add a foliage vertex array for just the location dataDan Goodliffe2024-08-26
| * Update asset stencils from shadow mapperDan Goodliffe2024-08-18
| * Use texture alpha in shadow stencilDan Goodliffe2024-08-10
| * Use mesh extents for shadow stencil extentsDan Goodliffe2024-08-10
| * Initial commit of basic shadow depth map creationDan Goodliffe2024-08-10
* | Adjust light colour as sun rises/setsDan Goodliffe2024-09-22
* | Calculate sunlight direction from worldTimeDan Goodliffe2024-09-22
* | Move getSunPos to EnvironmentDan Goodliffe2024-09-20
* | Add basic environment objectDan Goodliffe2024-09-20
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* Apply StdTypeDefs for TextureDan Goodliffe2024-08-10
* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
* Remove abuse of std::adjacent_find from geoDataDan Goodliffe2024-05-25
* Simplify new face split loopDan Goodliffe2024-04-26
* Set the face surface type when setting heightDan Goodliffe2024-04-26
* Don't return newly created faces from splitDan Goodliffe2024-04-26
* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
* Create terrain vertices per surface typeDan Goodliffe2024-04-12
* 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