8,451 Commits over 2,131 Days - 0.17cph!
Did some more slight car changes. Going home.
Added better car package and have a had a little mess around in a car demo scene I've created!
Server browser layed out in a slightly nicer way.
Added server browser and some UI stuff. (it looks up the Rust servers for now because I have none!)
Added steamworks and base scenes
Added bootstrap and setup stuff and scenes
Installed Bolt. It's a real fuck about at the moment.
Cleaning project up a bit. Going to add Bolt now I've learned it a bit and steamworks.net stuff.
Need to roll back to Unity 4 because Bolt doesn't work.
Added the ability to load and save a built city.
Adding in terrain tools. But maybe a change of plan?
Forgot to tick Add what a mong.
PRE UNITY 5 -------------------------------------------------------------------------
I'm doing basic procedural generation again. It's basic and doesn't do all of the validation yet.
More validation done. Checks for road intersections done.
Added lots of bloodclart validation code.
Zone polygons now update when intersections change etc.
Fixed zone fuck ups. The number of points now match up correctly.
Fixing bugs in geometry still...
All sections now generate meshes. Bugs and optimisations!
Generates points for join vertex too but sometimes does it the wrong way around. Easy fix and then zone polygons are done!
Zone polygon almost done. Adding Points at an intersection as well as at an End cap.
Fixed intersection mesh glitch
Calculating all intersection data properly again. Doesn't handle blends yet.
Fixed the face detection and it seems to be working. Need to test it out.
Fxing the face finding fuck ups.
Everything is back to using the events system.
Tidied up the HEM class. Theres a with face creation though!
Now sort of generatees zones but there's a few bugs like missing off arcs generated at vertices as well as sometimes the face generation fucks up and leaves edges with no face.
Fixed final bugs with generating arcs etc. Needs testing and a bit of tidying up now.
To avoid creating arcs with massive radii I now snap them to a straight line!
Updated BiArc straight line detection
Got rid of Arc parameterless constructor
Closest point on arc is now a lot better. It's calculated rather than approximated.
Fixing some bugs with detection
Fixed the issue with reversing clamps.
Implemented tangent snapping.
All cases now accounted for section creation.
Making changes to when / how tangents are calculated to make it a little cleaner. Also making sure that not too many arcs are created by not always making everything a biarc.
Generating splines at intersections.
Added support for Arcs that could be lines.
It now also works when Arcs need reversing as well. At some point I really need to re write the arc class