If /sim/menubar/autovisibility/enabled is true, show the menubar when the mouse hits the upper edge of the window and hide the menubar on click outside a pui element.
If /sim/menubar/autovisibility/enabled is true, show the menubar when the mouse hits the upper edge of the window and hide the menubar on click outside a pui element.
Changes deflection input variables to match nasal lowpass filter
output for cdi and gs needle deflections. I did a search of the
data/Aircraft to make sure this will not break other ac.
* Use puaChooser for runway selection - in the short term this requires
pressing a helper button ('x') to trigger an update of the data.
* Display the airport name when a valid ICAO is entered.
Here it is. What has improved:
- night lighting textures
- windows
- better animations on military truck
- dialog simplified
- max. speed downgraded to 15 kts.
The zkv500 is now repaired (see attached patch) at least for turnpoint mode.
I'm quite sure there will have problem some problems with route management,
I haven't tested yet, but I'll do this week-end.
I've also fixed the screen refresh frequency, which is now more regular.
I suspect that work around for the /ai/models/model-added listener problem
(i.e. that the listener is called in the middle of the process of
adding/removing a MP entry) isn't the right way to solve the problem.
The attached patch instead defer processing of the added/removed
MP entries in the multiplayer Nasal module until the next time the Nasal
subsystem is executed. This should prevent the problematic execution of
the Nasal listener callback in the middle of C++ MP code.
- Dynamic view selection for replay (note that it doesn't go back to the original view after replay).
- Helpful keys (because most people forget the p p stops the replay).
Improvements to the cloudsystem:
- A new xml format
- Texture indexing based on the position of the sprite in the cloud
mass, allowing more control over the texture set.
- Improved fog and shading
- Better sprite distribution
- A more natural distribution of clouds, so no more obvious grids.
Improvements to the cloudsystem:
- A new xml format
- Texture indexing based on the position of the sprite in the cloud
mass, allowing more control over the texture set.
- Improved fog and shading
- Better sprite distribution
- A more natural distribution of clouds, so no more obvious grids.
These two patches allow use of external shaders as the tree and 3d cloud
shaders. The shaders are Shaders/3dcloud.{frag|vert} and
Shaders/tree.{frag|vert}. If the shader files are not found, the
original shaders included in the source are used.
This makes testing modifications to the shaders easier and faster. End
users should see no difference when using this.
Added GS out of range flag to Instruments-3d/vor.
Century III upgrades
1. Implemented the two 20 sec checks for GS arm documented in the autopilot POH page 30.
2. Fixed bug that made GS capture not work if the ALT switch was turned off for a few moments to do a step-down approach.