I missed posting last week with a horrible case of flu (my wife and I have been passing it around, unfortunately). Otherwise, a fair amount of work has been performed. Nothing super exciting, but solid progress:
- Fixed up a bug that was preventing settlers from deciding to hunt for wildlife.
- Added voxel models for chemist and carpenter shops.
- Went through replacing
std::tiewith C++17 structured bindings in a lot of places, simply because I like it.
- Spent some time getting PCH working in VS2017, for massively improved compilation times.
- Moved the z-buffers to float precision, rather than partial. This cleaned up some z-fighting, and makes a few other things easier.
- Refactored the camera into its own set of files, rather than liberally strewn around the render engine code.
- Implemented a directional sun and moon. It renders to its own z-buffer, and then reprojects the main render to see if an area is shadowed. This gives a very pleasing effect.
- Brightened everything up; it was too dark.
- Loaded the ASCII/CP437 graphic correctly on start-up, and put infrastructure in place for both placeholder ASCII art (it still loads REX files for most things) and for ASCII mode.
- Cleaned up the interfaces for farming and guarding, ready to have those working in the new engine.
- Chased down the “finalize building” code, which was nastily strewn (and slightly repeated) across a couple of different places, and turned it into a nice, clean interface that only needs to be maintained once.
I think next week should have screenshots (maybe video) of a lot of this; we’re not quite there yet!