- Take the last FlightGear-Qt.xlf from branch 'release/2020.3'. The
translation is complete from the point of view of Qt Linguist, but the
FlightGear-Qt.xlf files need some refreshing from the C++ and QML
sources.
- Translate remaining strings in FlightGear-nonQt.xlf.
We tie MP and AI carrier together if /sim/mp-carriers/latch-always is true.
This is done by setting /ai/models/carrier[]/ai-latch to the
/ai/models/multiplayer path containing the corresponding Multiplayer
information. C++ code will detect this and copy across the position and
orientation each frame.
- Add an utility linearizeDepth function to help visualize the depth buffer for debug purposes.
- Use 'color0' instead of 'color' for all color attachments.
- Do not write to the HDR buffer if a fragment doesn't need shading (depth = 1).
Not every GPU supports it under a compatibility context. This is an optimization to reduce bandwidth anyway, so we should be fine using rgb16f for now.
Generally this change proves that we probably don't need the MPCarrier model on the target system - because by using the fallback model to load the Nasal this will happen without needing the high detail models at all.
To support this :
- Added fallback models for all carriers (defined as AI scenarios)
- Added logic to fallback models so that MP carriers load correctly
- The model will still be the AI model.
- MPCarriers.nas from MPCarrier/systems now in Aircraft/Generic
- Removed the multiple return statements, as they can be problematic with older GLSL 120 compilers
- Removed debug flags
- Moved code to separate functions for readability
- Reduced the band size to 0.1 to make more use of the higher quality cascades
This avoids problems in simple-time mode because PUI slider code uses float,
not double, so UTC values don't work properly because resolution is not enough.
3d Models by Uxmanm (found by Domokos Jüttner)
Daniel Overbeck did added the AI scenarios and models.
Richard Harrison optimised the textures and 3d models,
added the dialogs to control the carrires and
made the Jet Blast Deflectors animate smoothly
Uses new property /sim/controls/brake-cancels-parking-brake.
Default is true; it is expected that some aircraft (e.g. p51d) will set this to
false so they can implement their own brake/parking-brake interaction.
Should address bug 2589.