Commit message (Collapse) | Author | Age | |
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* | Beginnings of network editor | Dan Goodliffe | 2022-01-18 |
| | | | | Pushes gameMainSelector clicks/moves into a different target | ||
* | We know the last param is distance now | Dan Goodliffe | 2022-01-16 |
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* | Process UI layers in reverse, so it's stack like | Dan Goodliffe | 2022-01-16 |
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* | Fix up includes | Dan Goodliffe | 2022-01-13 |
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* | Ray Trace cursor clicks to terrain surface | Dan Goodliffe | 2022-01-10 |
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* | Display on what/where we clicked in the main window | Dan Goodliffe | 2022-01-03 |
| | | | | Just debug for now... never likely to last | ||
* | Add transform_array | Dan Goodliffe | 2022-01-03 |
| | | | | Wraps std::transform to transform one array into another. | ||
* | Encapsulate Ray | Dan Goodliffe | 2022-01-02 |
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* | No need to pass GameState around, it has a global pointer | Dan Goodliffe | 2022-01-02 |
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* | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 |
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* | Use Cache system to persist font rendering for Text | Dan Goodliffe | 2022-01-02 |
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* | Generic solution for glGen/glDel arrays, then tidy-up the uses | Dan Goodliffe | 2022-01-01 |
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* | First iteration with font/text support | Dan Goodliffe | 2022-01-01 |
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* | Initial implementation for being able to click in the main window to select ↵ | Dan Goodliffe | 2021-12-28 |
| | | | | something | ||
* | Component position mouse click check should only match mouse button events | Dan Goodliffe | 2021-12-22 |
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* | RAII for glVertex and glBuffer | Dan Goodliffe | 2021-12-22 |
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* | Initial commit with some basic UI | Dan Goodliffe | 2021-12-22 |
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* | Window handles UIComponent rendering | Dan Goodliffe | 2021-12-18 |
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* | Push uiShader into the window class | Dan Goodliffe | 2021-12-18 |
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* | Single glContext shared between windows | Dan Goodliffe | 2021-12-14 |
| | | | | Created by the first window, includes simplified refresh/render for single control point | ||
* | Refactor to start splitting out UI components | Dan Goodliffe | 2021-12-13 |