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Merge branch 'master' of git://gitorious.org/fg/fgdata into Work

This commit is contained in:
Vivian Meazza 2010-10-01 15:26:17 +01:00
commit c4576fc818
6 changed files with 682 additions and 669 deletions

View file

@ -125,8 +125,10 @@ var handle_key = func(key)
{
input = substr(input, 0, size(input) - 1);
gui.popupTip(input, 1000000);
return 1;
}
# Always handle key so excessive backspacing doesn't toggle the heading autopilot
return 1;
}
elsif (key == 27)
{

View file

@ -1,6 +1,8 @@
var set_runway_from_metar_wind = func {
if (!getprop("/environment/params/real-world-weather-fetch"))
if (!getprop("/environment/realwx/enabled"))
return printlog("info", "metar-rwy: no live weather");
if (!getprop("/environment/metar/valid"))
return printlog("info", "metar-rwy: no valid metar");
if (!getprop("/sim/startup/options/airport"))
return printlog("info", "metar-rwy: no airport requested");
if (getprop("/sim/startup/options/runway"))

View file

@ -34,7 +34,7 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
for(int i = 0; i < linear_search_steps - 1; ++i)
{
depth += size;
float t = texture2D(reliefMap, dp + ds * depth).a;
float t = step(0.95, texture2D(reliefMap, dp + ds * depth).a);
if(best_depth > 0.996)
if(depth >= t)
best_depth = depth;
@ -46,7 +46,7 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
for(int i = 0; i < binary_search_steps; ++i)
{
size *= 0.5;
float t = texture2D(reliefMap, dp + ds * depth).a;
float t = step(0.95, texture2D(reliefMap, dp + ds * depth).a);
if(depth >= t)
{
best_depth = depth;

View file

@ -347,6 +347,14 @@
</binding>
</item>
<item>
<label>Local Weather Config</label>
<binding>
<command>dialog-show</command>
<dialog-name>local_weather_config</dialog-name>
</binding>
</item>
<item>
<label>Time Settings</label>
<binding>

View file

@ -148,6 +148,7 @@ Started September 2000 by David Megginson, david@megginson.com
</headshake>
<crop-shader userarchive="y">0</crop-shader>
<landmass-shader userarchive="y">0</landmass-shader>
<transition-shader userarchive="y">0</transition-shader>
<water-shader userarchive="y">0</water-shader>
<urban-shader userarchive="y">0</urban-shader>
<contrail-shader userarchive="y">0</contrail-shader>