8,451 Commits over 2,131 Days - 0.17cph!
Changed the way splines are calculated again hopefully making it easier to access from elsewhere so that they don't have to be recalculated more times than are necessary.
Added city zone base class. You'll inherit this to make different types of zones (parks, residential etc.)
Tidied a lot of shit up making road and zone factorties.
Need to keep track of how often generate is called for each road section
Need to generate meshes again making sure that positions are updated properly
Added use of road properties so roads can now have different widths. Now need to add meshes and blend them together.
Now generating meshes again.
Need to add the endcap part and fix any joins and make roads blend a bit better again.
Mesh now has tangentand therefore can have normals. Tweaked textures a bit. Fixed the straight segment bug
End caps now generate meshes.
Now generates curbs on intersections but it's a bit messy. :(
Intersection road segments now have curb meshes. Normals are a bit fucked at times though.
Sort out UV stretching.
Added car package made from the Unity sample assets. Using it to test the mesh colliders but will add it to the demo scene.
No longer need gizmos for most of the drawing tools.
Intersection mesh now has a material and mesh collider.
UVs are a little better but they're still not great.
Added manage to switch in the test scene to a car to drive around the road you've created.
Fixed city zone creation error
Fixed generation bugs and callback order bug
Going Home
Added Poly2Tri source instead of DLL
Fixing the vertex deletion bugs.
Fixed the fuck up when a vertex got deleted.
Improved the camera in builder mode.
Started to add the validation rules.
Need to tidy up when a new edge fails the rules.
Updating the code to generate meshes differently. Added some stolen temporary textures from mafia 2 mod.
Meshes will now be generated per half edge. So this will be way fucking better mush.
Generating meshes again with the new method. Update Callbacks? Intersection generation. Blending.
Been fucking around all day to sort out UV matching up but finally figured out a good method. Do it in the face creation!
Done some messin. It's all broked but I have a plan!
- Road position is now calculated properly.
- Meshes now have their own game objects instead of getting combined. Will need an optimise button though.
Done the rest of the road cases. Need to test splines are created in the right order and generate meshes from them. AGAIN...
Generating meshes. Got a new plan for intersections and end caps.
UV's are still a slight pain in the fucking arse.
UVs are still a little messed up but they'll do for now. Still way better than it was anyway.
Still missing some calculations I need to work out based on road direction and segment direction being different.
Worked out calculations for splines.
Manage the components for caps and intersections.
Generate meshes.
Need to decide how to blend two different road types.
Need to rename roadsectiontest it is now roadsection and that has been removed. Also removed the old road and testing classes.
Added mesh building at end cap and intersection. Need to tidy that up a bit.
UVs are stretched a bit which is shite. Got a new simple method though.
Get rif of gap artefacts.
check yo self before yo wreck yo self
Re adding the procural stuff
Started adding in procgen again.
Decoupled a roadsection and a roadsectionmesh
RoadVertex is now self updating.
Going Home
Implemented Arc AABB creation and roadsections are now IContainable.
Need to make Arc intersections tests.
Need to handle updates.
Need to make them all ISnappable.
Going home.
Still doing containable and snappable shit to re add procgen.
Made straight line detection in biarc less sensitive
Made progress on procedural. Need to do branching checks.
Need to do proper road validation!
Created camera prefab
Going home.
Refactoring proc gen code for the new system.
Validation
Branching again.
added more validation. still plenty of errors though. :(
Shit. Done stuff then deleted it.
Added a bit more proc gen an then started tearing the roadsection shit apart again.
New spline with arc per section.
Adding in stuff to preview and hopefully validate new road sections without altering the current HEM.
Road Sections are now reconfigured properly if the road sections on either side are pointing to a different direction!
Done a lot of refactoring of the road stuff. Can now generate a road between two vectors and it will automatically find intersections etc.