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Big Update - #7
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remileonard wants to merge 1196 commits into
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I tried to transfer the repo but What I can do, it upload on last CL that says, the source of truth is now |
…od for virtual cockpit textures
…iming metrics - Added ImGui initialization and rendering logic to VRScreen. - Implemented functions to create and manage an ImGui framebuffer. - Introduced a debug window to display VR timing information and frame statistics. - Updated VRTimer to maintain a consistent frame rate and manage frame timing. - Enhanced the VRScreen class to handle ImGui rendering in both stereo and quad modes. - Minor adjustments to existing methods for better integration with the new ImGui features.
… update related logic
feat(GameEngine): bind SPEC_KEY_1 and SPEC_KEY_2 to keyboard actions fix(SCMission): prevent update processing after mission ends
…SS_SUCCESS for correct logic flow
…ing logic feat(SCMission): set default team_id to enemy for newly loaded actors fix(SCMissionActors): prevent shooting if actor is destroyed or inactive fix(SCSimulatedObject): ignore collision checks for entities on the same team feat(DebugStrike): display unknown bytes in the debug menu
…on handling for improved targeting
…apon loadout before actions
…ecks and streamline actor iteration
…unding box logic for actors on runways
…cking for smoother flight dynamics
…gle calculations for targeting
…lity with new methods and optimizations - Updated ByteStream to prevent reading past the end of the stream. - Refactored Math functions to improve performance and added new rotation methods for Point2D and Vector2D. - Introduced invertRigidBodyMatrixLocal method in Matrix for better matrix manipulations. - Simplified rotation logic in SCCockpit by utilizing new Point2D and Vector2D methods. - Added transformPoint method to Vector3D for improved point transformations. - Created unit tests for new functionalities in ByteStream and Math classes.
…ry impact handling
…targeting calculations
…and update angular velocity handling
…ber grouping for display
…signment for kills
…pilot information
…ove CMake presets for macOS
…blishing functionality for InputMessage and EventMessage
…_CMAP and parsePALT_PALT
… reset functionality feat(SCMission): implement mission update event handling and integrate with MessageBus
…ling in SCSimulatedObject
…ent method and managing subscription lifecycle
…fy usage in SCMission and SCMissionActors
…d code organization - Moved AI actor destruction and targeting logic from SCMission::update to SCMissionActors::onMissionUpdate for better separation of concerns. - Added onMissionUpdate method in SCMissionActors to handle mission updates and actor behavior. - Updated LoadEntity method visibility in SCMission.h for consistency. - Cleaned up unnecessary code in SCMission::update to enhance readability and maintainability. - Ensured proper handling of weapon simulation and actor state updates within the new event-driven structure.
…on and improve field names refactor(DebugObjectViewer): remove unused JDYN fields from UI display refactor(DebugStrike): adjust JDYN field usage for updated structure refactor(RSEntity): modify JDYN parsing to accommodate new structure and field types refactor(SCPilot): update roll rate calculation to use new JDYN field refactor(SCVectorPlane): change lift coefficient calculation to use updated JDYN field
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Build System
CMakeLists.txtto define the project, set C++ standards, and configure dependencies (SDL2, SDL2_mixer_ext, imgui, OpenGL). Subdirectories for all major components are now included for unified builds.CMakePresets.jsonwith presets for Windows (Visual Studio), Linux (GCC), and Linux (Clang), enabling easy cross-platform configuration and builds via CMake (i've been able to build the game on macos mojave, but i've got a black screen :( )Documentation
Game play
File Format
and a lot more :)