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9026 commits

Author SHA1 Message Date
mfranz
cb76be5383 rain: add units to the output properties and explain them 2008-12-15 08:01:33 +00:00
mfranz
d8131d6944 only turn osg precipitation off for internal views 2008-12-15 00:18:26 +00:00
mfranz
e8a666c8e4 globals: cosmetics
props: initNode(): allow nil as first arg
2008-12-14 23:45:33 +00:00
mfranz
2abb0516b5 Vivian MEAZZA: support for handling rain flow on canopies
/me: some modifications + cosmetics in the light class
2008-12-14 23:43:46 +00:00
mfranz
be30c69dd1 fix typos 2008-12-14 18:12:18 +00:00
stuart
d1f0e836ee Updated Cloud textures and layer definitions from Heiko SCHULZ. 2008-12-14 17:59:21 +00:00
martin
4b1b409f6f Heiko Schulz:
Remove obsolete duplication.
2008-12-13 22:24:37 +00:00
mfranz
2be64792e1 add NM2M and M2NM constants 2008-12-13 12:55:47 +00:00
fredb
a9a4fc67e0 Csaba/Jester :
Reacting to a feature request,  attached patch adds support for
parkpos selection in the "location on ground" dialog, and clears any
parkpos preset in the "airports" dialog.
2008-12-12 20:09:55 +00:00
mfranz
117dac8b4f removelistener() must not remove path validation listeners 2008-12-12 14:57:38 +00:00
torsten
748ad889d4 Provide a proper(?) initialization of kma20 switches. 2008-12-12 10:58:26 +00:00
fredb
828c2069aa Stuart :
- Removes the cloud type re-use code - I think they aren't worth the graphical artefacts that they cause in light of Tim's improvements
- Changes the transparency of the clouds. Previously, the clouds were transparent at 0m distance, opaque at 200m, then gradually more transparent to the fog limits. This meant they were generally quite transparent. Now, they are opaque from 200m to 15km, then become transparent at 20km. A side effect of this is that the current textures could probably benefit from being made slightly transparent to improve the blending of the sprites against each other.
2008-12-11 08:29:36 +00:00
martin
be5ace874f Refreshed PDF after fixes by Thomas Plümp, updates by "B" and Brian SCHACK. 2008-12-10 22:24:03 +00:00
martin
da20d63257 Holger Wirtz:
Protocol extension (followed by a later cleanup) for FGCOM v3.
2008-12-09 09:47:20 +00:00
sydadams
ded0767b95 resized altitude ribbon texture .... was above 2048 size limit...
Changed RAlt indicator range from 0-2500 ft to the correct 0-550 ft...
2008-12-09 07:37:22 +00:00
mfranz
e5656fedc9 store 30 history entries by default (settable via property
/sim/gui/prop-key-handler/history-max-size)
2008-12-09 00:20:29 +00:00
mfranz
59ff8c6129 also search value 2008-12-08 14:03:18 +00:00
sydadams
913635c47b Primus updates ... moving copies out of the Bravo and CitationX for easier management... 2008-12-08 02:49:08 +00:00
martin
5001ecf403 Fix references to antiquated 'Models/fgfsdb/' directory. 2008-12-07 22:31:42 +00:00
mfranz
db4c98d63e add constants GAL2L and LB2KG 2008-12-07 14:44:52 +00:00
fredb
ceefecd971 Stuart Buchanan :
- Replaces simple shader attributes with vectors (this was missed out of the last patch by mistake)
- Includes Yon's Fog update code (Thanks!)
- Fixes a bug since 1.0 where --enable-real-weather-fetch stopped the other weather scenarios from working.
2008-12-06 23:03:34 +00:00
torsten
8ac84a94a9 New livery. In memory of D-ENMU 2008-12-06 15:42:00 +00:00
torsten
865441a597 swapped upper and lower kx165, so com1 is above com2 2008-12-06 11:41:41 +00:00
torsten
80268b4b48 - Added new intrument: ki266 dme indicator 2008-12-05 19:54:50 +00:00
torsten
5fa71805f9 - Added new intrument: ki266 dme indicator
- Use global kx165 nav/com radios, not local copy
- minor repositioning of kap140
2008-12-05 19:54:00 +00:00
torsten
75bb083354 New instrument: ki266 dme indicator 2008-12-05 19:51:42 +00:00
torsten
aaf625446e disable display when electrical /systems/electrical/output/dme is false 2008-12-05 19:50:00 +00:00
torsten
8b1b4b8d68 Added new intrument: kma20 Marker/Audio panel 2008-12-05 14:07:22 +00:00
torsten
8345ee9d6a New instrument: KMA20 Marker/Audio panel. 2008-12-05 14:06:06 +00:00
martin
7cd39fb3f3 Heiko Schulz:
-new better panel
-added lights and made them switchable
-doors can be open now (pick animation)
-added some liveries by Brett Harrison
-added paintkit by Brett Harrison
-converted liveries to png
-replaced radio stack with 3d-radios, DME and marker-lights yet missing
-minor bugfixes
-added glass shader with fresnel effect

still work on the interior to do like the seats, walls and so on...
2008-12-04 23:13:09 +00:00
martin
922a09ebcf Heiko Schulz:
-new better panel
-added lights and made them switchable
-doors can be open now (pick animation)
-added some liveries by Brett Harrison
-added paintkit by Brett Harrison
-converted liveries to png
-replaced radio stack with 3d-radios, DME and marker-lights yet missing
-minor bugfixes
-added glass shader with fresnel effect

still work on the interior to do like the seats, walls and so on...
2008-12-04 22:44:18 +00:00
fredb
31977abb98 Stuart Buchanan :
This provides the following enhancements & bug fixes
- Fix the chequer-board bug.
- Add proper cloud coverage function - so scattered clouds are now truly scattered.
- Add real-time control for visibility range.
- Use a limited set of clouds rather than generating a completely new Geode for each cloud. This saves sorting and display time.
- Add controls to Rendering dialog to allow fine-tuning of the number of sprites, cloud visibility and the number of different types of cloud.
- Add some variance to the sort back-off to avoid all clouds being sorted at the same time.
- Pack attributes into vectors for performance
- Re-order the cloud type determination code so that if a cloud layer could either be stratus or cumulus, cumulus is used.
- Lowered the cloud level in the standard cloud configuration slightly so a cumulus layer is generated rather than stratus.

These last two mean that you should see some 3D cumuli if disabling real weather fetch.

My thanks to Yon Uriarte for his help with performance work.
2008-12-04 20:57:55 +00:00
mfranz
3eb0493c7d - :DY opens Nasal Console
- no CDATA indentation
2008-12-04 11:36:00 +00:00
mfranz
291ba987d3 fuel dialog: add tank checkbox only if the "selected" property is actually
writable. This omits the box: <selected type="bool" write="n">1</selected>
2008-12-04 11:34:05 +00:00
mfranz
71f80dff34 initNode: add fourth optional parameter: "force", which enforces a type,
so n.initNode("whatever", 1 "BOOL", 1);  will make node n a BOOL even
if it was "DOUBLE" before. Default: 0. An existing value will be retained,
though.
2008-12-04 11:30:44 +00:00
mfranz
8bf823c4fb initNode: make path optional and let it default to "". This is allowed:
props.globals.getNode("sim/foo", 1).initNode();  and equivalent to
    props.globals.getNode("sim").initNode("foo");
2008-12-03 20:53:00 +00:00
mfranz
5c88cdf6f1 dump: no space after [ and before ] 2008-12-03 20:49:33 +00:00
fredb
4cd1c72bda New cloud textures and layout from Heiko Schulz 2008-11-30 23:14:19 +00:00
mfranz
e5c2a2c1d0 "SteveStevens": another name 2008-11-30 22:01:48 +00:00
mfranz
bcc043a368 security wrappers: move original func var into wrapper closure 2008-11-26 16:17:55 +00:00
mfranz
1e5cf9ff0a more use of initNode & some consistency improvements (method format) 2008-11-26 16:09:16 +00:00
mfranz
f7e246905b tree(): show which nodes are aliased to which nodes 2008-11-26 16:07:32 +00:00
mfranz
acff4f55ab add getAliasTarget() wrapper 2008-11-26 11:35:48 +00:00
mfranz
8b62c82b38 fix another forgotten geo.FT2M -> globals.FT2M 2008-11-23 22:22:49 +00:00
mfranz
f104544ef8 only enable precipitation if it's enabled in the gui
(/sim/rendering/precipitation-gui-enabled) *and* if the aircraft wants it
(/sim/rendering/precipitation-aircraft-enabled). Some aircraft model rain
on the windshield and want to turn rain off for interior views.
2008-11-23 10:37:19 +00:00
mfranz
521954116c only enable precipitation if it's enabled in the gui
(/sim/rendering/precipitation-gui-enabled) *and* if the aircraft wants it
(/sim/rendering/precipitation-aircraft-enabled). Some aircraft model rain
on the windshield and want to turn rain off for interior views.
2008-11-23 09:53:46 +00:00
mfranz
31162ce78b more initNode() (Alzheimer?) 2008-11-22 21:02:04 +00:00
mfranz
b216aa38ca another initNode() case to convert (thanks Stewart for pointing it out) 2008-11-22 19:53:37 +00:00
mfranz
75470bf31d Rename Node.clear() to Node.clearValue(), because that's the name that we
use on the C++ side.
2008-11-22 12:05:01 +00:00
mfranz
b3032f63c7 Add Node.clear() method, which resets a node to type "NONE" and value 'nil'.
This can be used to invalidate nodes and may be interesting for debugging
purposes. Use carefully!
2008-11-22 11:20:44 +00:00