Commit message (Collapse) | Author | Age | |
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* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Make Camera members private with accessors and helpful setters | Dan Goodliffe | 2022-12-12 |
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* | Swap y,z axis | Dan Goodliffe | 2021-11-16 |
| | | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared. | ||
* | Introduce the Train concept as a literal collection of rail vehicles | Dan Goodliffe | 2021-03-06 |
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* | Simplify a lot of code with sincosf | Dan Goodliffe | 2021-03-03 |
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* | Replace Transform with Location | Dan Goodliffe | 2021-03-03 |
| | | | | Simpler, unbinds the transformation matrices for location, now done just in the shader. | ||
* | Zoom the ISO mode follow camera out a bit | Dan Goodliffe | 2021-02-22 |
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* | Pass linters | Dan Goodliffe | 2021-02-20 |
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* | 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. | ||
* | Disconnect camera control from shader | Dan Goodliffe | 2021-02-17 |
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* | Add a camera controller that follows vehicles | Dan Goodliffe | 2021-02-16 |