from its property tree. The node remains accessible as long as references
to it are kept. Example:
var cow_chain = func {
var cow = geo.put_model("Models/Fauna/cow.ac", geo.aircraft_position());
settimer(func { cow.remove() }, 10);
settimer(cow_chain, 2);
}
cow_chain();
all children, vectors for multiply used names, further hashes for subtrees
etc. Meant for quickly pulling in config branches where (almost) all values
are needed.
- usage of "var" keyword and named parameters in other (but not all) funcs
This isn't only more logical, it's also how SGPropertyNode::getBoolValue()
acts. The fix has potential to break code, but so far I haven't seen any
problems. I added a debug message to my copy and will for a while check
all cases that I run into. To check yourself, just add one line:
getBoolValue : func {
val = me.getValue();
+ if(val == nil) { debug.dump(me) }
if(me.getType() == "STRING" and val == "false") { 0 }
else { val != nil and val != 0 }
}
This will output a debug message to the terminal for each case where
formerly "true" was returned, and now "false" is.
Examples:
var tied = foo.getAttribute("TIED");
foo.setAttribute("USERARCHIVE", 1);
Both methods accept attribute strings "READ", "WRITE", "ARCHIVE",
"TRACE_READ", "TRACE_WRITE", and "USERARCHIVE". getAttribute() does
additionally accept "TIED" (although this isn't an SGPropertyNode::Attribute).
Attribute "REMOVED" is not supported.
Move the "tip popup" code from view.nas to a new gui.nas module, and
make it generically useful.
Wire up flap steppings for the 747 as an example of per-aircraft
flaps.
Realtime-based property slewing, to eliminate dependence of trim and
view direction rates on frame rate.
New Node.setValues() method which sets whole property trees from Nasal
data.
A view.nas module, which takes over handling of the X/x zoom keys. It
clamps the FOV to a dynamically calculated maximum corresponding to
typical human visual accuity, and pops up a pretty dialog informing
you of the new FOV.