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* Update interlocking manualorwell962019-01-15
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* Signs (static signals)orwell962018-12-08
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* Shunt signals (not exactly Ks), along with fixes in other components that ↵orwell962018-12-08
| | | | those rely on
* Complete Ks Main signalsorwell962018-10-26
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* Actually allow what manual promises (setting IP on non-assigned signals)orwell962018-10-17
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* Update manual againorwell962018-10-15
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* Improve route programming:orwell962018-10-07
| | | | | | | - Formspec for TCBs instead of unhandy chatcommands - Ability to advance route over the next secction without punching end - Better visualization - Ability to route into dead-end sections
* Add interlocking guide/manual, silence debug outputsorwell962018-09-14
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* Interlocking: Create demo signals, signal API and model for TCB configurer nodeorwell962018-06-19
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* Create models for Ks signalsorwell962018-06-14
| | | | Degrotate doesn't work for meshes (why?), so all I've done was pretty useless...
* Add Andrew's Crossorwell962017-04-27
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* Redo rail modelsorwell962017-03-12
| | | | Use multiple textures for slope objects, include mbb's rail textures and make curves and switches look better. Also add cable template.
* Update manual and include everything in repoorwell962017-03-09
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* Remove blend1 files cluttering the assets directoryorwell962017-03-08
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* Add ceiling-mounted signalorwell962017-02-28
| | | | This is the wall signal as ceiling variant. Because the trackdb can only save 4 rotation values, we need a ceiling version of this.
* add wallmounted light signalorwell962017-02-03
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* Create new models and textures for japanese trainorwell962017-01-24
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* Update manualorwell962017-01-18
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* Add detailed steam engine contributed by mbb and Krokoschlangeorwell962017-01-17
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* Add animation for steam engineorwell962017-01-17
| | | | I needed to completely rewrite the animation because irrlicht couldn't handle the animation NathanS created.
* Model, animate, texture and integrate new subway wagonorwell962017-01-17
| | | | engine follows!
* Download recent contributions and put them into the assets directoryorwell962017-01-17
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* Add fancy passenger wagonorwell962017-01-06
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* Restructure mod directoryorwell962017-01-04
reMeshBuffer &p = m_prebuffers[i]; /*dstream<<"p.vertices.size()="<<p.vertices.size() <<", p.indices.size()="<<p.indices.size() <<std::endl;*/ // Create meshbuffer // This is a "Standard MeshBuffer", // it's a typedeffed CMeshBuffer<video::S3DVertex> scene::SMeshBuffer *buf = new scene::SMeshBuffer(); // Set material buf->Material = p.material; //((scene::SMeshBuffer*)buf)->Material = p.material; // Use VBO //buf->setHardwareMappingHint(scene::EHM_STATIC); // Add to mesh mesh->addMeshBuffer(buf); // Mesh grabbed it buf->drop(); buf->append(p.vertices.pointer(), p.vertices.size(), p.indices.pointer(), p.indices.size()); } } private: core::array<PreMeshBuffer> m_prebuffers; }; // Helper functions video::SColor MapBlock_LightColor(u8 alpha, u8 light); class MapBlock; struct MeshMakeData { u32 m_daynight_ratio; NodeModMap m_temp_mods; VoxelManipulator m_vmanip; v3s16 m_blockpos; /* Copy central data directly from block, and other data from parent of block. */ void fill(u32 daynight_ratio, MapBlock *block); }; // This is the highest-level function in here scene::SMesh* makeMapBlockMesh(MeshMakeData *data, IGameDef *gamedef); #endif