2,811 Commits over 1,918 Days - 0.06cph!
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
Clamping arcs at intersections now! Need to work out the case when an arc is equal to a line.
Generates end caps properly again.
Going home.
In the middle of updating to add calls to road vertex so that they also update.
Tangents could do with being changed a bit especially around intersections.
Re arranged some the arc code and selectable stuff.
Can now split arcs.
Can now split road section
ALL tangent cases are now computed. Could do with dotting them so that I can clamp them.
Fixed bug with arc preview fucking up when it needs to be reversed.
Arcs are now reverable as well.
Add ability to snap to a road section.
Road preview mostly done.
Tangents calculated properly still a few errors.
Done a lot of refactoring of the road stuff. Can now generate a road between two vectors and it will automatically find intersections etc.
Road Sections are now reconfigured properly if the road sections on either side are pointing to a different direction!
Adding in stuff to preview and hopefully validate new road sections without altering the current HEM.
New spline with arc per section.
Added a bit more proc gen an then started tearing the roadsection shit apart again.
Shit. Done stuff then deleted it.
added more validation. still plenty of errors though. :(
Going home.
Refactoring proc gen code for the new system.
Validation
Branching again.
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.
Still doing containable and snappable shit to re add procgen.
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.
RoadVertex is now self updating.
Going Home
Started adding in procgen again.
Decoupled a roadsection and a roadsectionmesh
Re adding the procural stuff
check yo self before yo wreck yo self
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.
Worked out calculations for splines.
Manage the components for caps and intersections.
Generate meshes.
Need to decide how to blend two different road types.
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.
Generating meshes. Got a new plan for intersections and end caps.
UV's are still a slight pain in the fucking arse.
Done the rest of the road cases. Need to test splines are created in the right order and generate meshes from them. AGAIN...
- Road position is now calculated properly.
- Meshes now have their own game objects instead of getting combined. Will need an optimise button though.
Done some messin. It's all broked but I have a plan!
Been fucking around all day to sort out UV matching up but finally figured out a good method. Do it in the face creation!
Generating meshes again with the new method. Update Callbacks? Intersection generation. Blending.
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.
Started to add the validation rules.
Need to tidy up when a new edge fails the rules.
Improved the camera in builder mode.
Fixed the fuck up when a vertex got deleted.
Going Home
Added Poly2Tri source instead of DLL
Fixing the vertex deletion bugs.
Fixed generation bugs and callback order bug