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* Generic solution for glGen/glDel arrays, then tidy-up the usesDan Goodliffe2022-01-01
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* First iteration with font/text supportDan Goodliffe2022-01-01
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* Initial implementation for being able to click in the main window to select ↵Dan Goodliffe2021-12-28
| | | | something
* Refactor wrapped_ptr to include destory function as template param, and ↵Dan Goodliffe2021-12-04
| | | | possibly constructor function
* Fix up lots of static analyzer warningsDan Goodliffe2021-11-27
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* Enable all Jason Turner recommended warningsDan Goodliffe2021-11-26
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* Swap y,z axisDan Goodliffe2021-11-16
| | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
* Implement writing shared objects with @idDan Goodliffe2021-11-07
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* Update tests to coverage encoding stringsDan Goodliffe2021-11-07
| | | | Fixes char (byte) type lookup.
* Initial commit where writing objects back out to JSONDan Goodliffe2021-11-07
| | | | It's not perfect, writes explicit nulls, doesn't do shared @id
* Fixup clang, cppcheck and iwyu warningsDan Goodliffe2021-11-07
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* Error on bad cast of referenced objectDan Goodliffe2021-11-07
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* Name, rather than number, shared_ptr testsDan Goodliffe2021-11-07
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* Test case for named type not existingDan Goodliffe2021-11-07
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* Standard wrapper in failure casesDan Goodliffe2021-11-07
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* Error on bad cast of named typeDan Goodliffe2021-11-07
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* Common implementation for shared and unique pointersDan Goodliffe2021-11-07
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* Lots of test cases, few minor fixesDan Goodliffe2021-11-07
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* Fix the fact I've been spelling persistence wrong this whole timeDan Goodliffe2021-11-07
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* Implement shared_ptr supportDan Goodliffe2021-11-07
| | | | Uses somewhat dirty global map for keeping shared_ptr objects by key, needs fix
* Automatic type registrationDan Goodliffe2021-11-07
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* Support chaining persist calls for subclassesDan Goodliffe2021-11-07
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* Erring toward complete JSON loaderDan Goodliffe2021-11-07
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* Remove spare semi colonsDan Goodliffe2021-11-07
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* Move json persistance into libDan Goodliffe2021-11-07
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* Second swing persistanceDan Goodliffe2021-11-07
| | | | Mostly functional JSON deserialising for most types.
* Initial commit of basis persistenceDan Goodliffe2021-11-07
| | | | | | JSON parser lifted almost verbatim for libjsonpp running into some custom code for populating ilt objects. Pretty minimal per object code requirements.
* Route Walker returns Link::Nexts, not vector linksDan Goodliffe2021-03-13
| | | | | This makes more sense when you realise that the existing navigation workings work on exactly the same type!
* Simplified TestLink extending LinkStraightDan Goodliffe2021-03-13
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* More complete tests for route findingDan Goodliffe2021-03-13
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* Initial commit of the route finderDan Goodliffe2021-03-13
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* Fix paths in test casesDan Goodliffe2021-03-09
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* Template rotations and add one for 2D rotation matrixDan Goodliffe2021-03-05
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* Test rotation funcs with a huge range of random valuesDan Goodliffe2021-03-04
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* Our own matrix rotationsDan Goodliffe2021-03-03
| | | | Simpler and faster than glm's as we don't need arbitrary axes.
* Global definition of quarter_piDan Goodliffe2021-02-28
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* Calculate the radius to join to point+direction vector pairsDan Goodliffe2021-02-27
| | | | | This uses a mental formula that was derived using symbolabs.com, it works but there just has to be simpler form of it!
* Add meandering supportDan Goodliffe2021-02-22
| | | | Add rail links between existing nodes and arbitrary points
* Named model parts, fix bogie spelling, new brush47 modelDan Goodliffe2021-02-21
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* fix.arcDan Goodliffe2021-02-21
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* Fix test-obj by splitting mesh processingDan Goodliffe2021-02-20
| | | | Don't invoke GL parts from test code
* Pass lintersDan Goodliffe2021-02-20
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* Mesh split, bogeys follow rails.Dan Goodliffe2021-02-19
| | | | | | | | | | | | | | 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.
* Broken down Brush47Dan Goodliffe2021-02-14
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* Code tidy-upDan Goodliffe2021-02-14
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* Add our first vehicleDan Goodliffe2021-02-14
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* Add vector pitchDan Goodliffe2021-02-14
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* Rename flat_angle to vector_yawDan Goodliffe2021-02-14
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* Add test-mathsDan Goodliffe2021-02-14
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* Add missing virtual destructor in test base classDan Goodliffe2021-02-07
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