Implement traffic in MapStructure and use it. Various other hacks and/or
cleanup. Feedback required on whether this is a lot better than before.
Also partially revert 9c018d94c4d88dad7476ec250fa3b52024526f4b to add
feature to geo.PositionedSearch: it me._equals is overridden then the
old mechanism is used instead of the new C++ function, so that the
custom equality can be used. (In particular for the Fixes with the
TrafficModel class).
Make fdm listener single-fire, don't listen to /sim/signals/reinit. This
allows the Canvas to stay with the same placement through reinit, after
both the 777 and 747 were having problems. I don't see any reason for
having to recreate it all, and the cleanup function is still there (e.g.
for independent windows, to have their .del() call the ND's .del()).
renamed handle_reinit() -> del()
This also makes sure the /canvas/by-index/canvas[3/4]/ nodes are removed
and then recrated, as well as making sure the MapStructure del() path is
followed and working. Unfortunately the NDs are still blank after reinit.
This is a document Hooray and I have been working on for a while. Its
focused on the internals, and very likely in a messy state and very
weird, but hopefully some others will want to contribute. There's some
empty sections, random "test" code snippets, and lots of \todos in
there. Also, lines aren't wrapped at all, but it does generate a nice
PDF that contains, I hope, something that will be useful.
The PDF was rendered by writeLaTeX.com
The old API is not used with newer versions of FG. If an old
version of FG is used, also the according version of fgdata
should be used, which also includes the correct API wrappers.
Remove heavy early-Z passes from various default rendering effects.
Equates to a 25% FPS gain on Mac (no difference on my Linux box).
(Early-Z is fine in principle, but should use trivial shaders and no
lighting, texturing or fog. In local testing no measurable benefit
was found in even a true early-Z pass)