This view is like Helicopter View except that it does not change the view
heading to match the aircraft, which makes it work much better for vertical
flight, e.g. with the shuttle.
The new view is disabled by default.
Nasal/view.nas
contains the new view config.
defaults.xml:
Added view 8 to list of views for which we default to Helicopter view's
target offsets (so that they look at the centre of the aircraft).
Configure the VPB elevation mesh via properties:
/scenery/elevation-mesh/sample-ratio controls the elevation
mesh sampling, allowing reduction in mesh size
/scenery/elevation-mesh/vertical-scale is just for fun and
scales the mesh vertically making mountains taller.
/scenery/elevation-mesh/constraint-gap-m controls how much below
airports etc. elevation vertices are forced to be.
Avoids loss of control caused by movement of mouse while paused, if in
flight-control mode.
The new behaviour is enabled by default.
It can be disabled by manually setting
/sim/freeze-mouse-flight-controls-on-pause=false. But note that this property
is deliberately not archived so this needs to be done each time Flightgear is
run.
This property is set to false by ATC-ML, which then breaks tower view in
subsequent fligtgear runs for all aircraft It's tricky to figure out what has
happened, so best to not archive the setting in the first place.
gui/dialogs/multiplayer.xml: added checkbox.
defaults.xml: default /sim/mp-carriers/auto-attach to false with
userarchive="y".
Multiplayer carrier auto-attach is implemented in
fgaddon/MPCarrier/Systems/MPCarriers.nas.
defaults.xml
Set new property /sim/mouse/mouse-rudder-elevator to false, but with
userarchive="y".
gui/dialogs/input-config.xml
Added checkbox to control /sim/mouse/mouse-rudder-elevator.
mice.xml:
Allow mouse control of elevator with button 0 down if
/sim/mouse/mouse-rudder-elevator is true.
- Remove all Compositor Effects and Shaders.
- Unify the low-spec and ALS pipelines in a single pipeline called 'Classic'.
- Readd shadow mapping.
- Move the WS30 Effect and fragment shader out of the Compositor-specific directories.
Control the order in which fgdata/Nasal/*.nas files are loaded
on startup.
Previously all the files were loaded in order based on filename.
This was problematic for aaa.nas which might want to call
props.getNode(), and generally resolved by using
_setlistener("/sim/signals/nasal-dir-initialized")
This change allows us to configure a list of Nasal files that are
loaded first on startup - loadpriority.xml.
Adds standard view option to enable pilot models.
Set /sim/rendering/pilot-model/available=true in aircraft
using pilot models.
/sim/rendering/pilot-model/enabled is used by users to
enable/disable the pilot models from the View Options dialog.
Note that pilot models are only visible for non-internal views.
Some AMD drivers do not like triangles for point sprites, which
breaks directional lights. This works around this by allowing
users to set /rendering/triangle-directional-lights=false which
falls back to the non-directional implementation of a point.
Previously not all Nasal modules were defined in defaults.xml. This
meant that the first time FlightGear was run it was possible for
Aircraft Nasal files to reference a module that had not been loaded yet.
This commit simply defines all the Nasal modules ahead of time and loads
them, so all modules are available for Aircraft Nasal files
immediately.
Due to Nasal/view.nas making a sequential copy of views, inserting new view
number 8 for Tower View AGL broke custom views, e.g. for aircraft 777).
We no longer require Model View (it's identical to Helicopter view now), so
this way we can have Tower View AGL without altering sequential view numbers.
We remember the multiplayer aircraft so that when switching between views,
multiplayer views (currently Helicopter, Model, Tower and Tower AGL) show the
same aircraft.
Nasal/view.nas: use /orientation/true-heading-deg in Model view and Tower AGL
view. This avoids problem when looking at multiplayer aircraft because there is
no /ai/models/multiplayer[]/orientation/heading-deg
Nasal/view.nas: improved handling of sim/current-view/{x,y,z}-offset-m. Changed
resetViewPos() to set these all to zero, because view's offsets are now
kept separate. Also removed setting of /sim/current-view/z-offset-m to
chase-distance - this is the wrong place now that views define the offset
explicitly.
Also added Tower View AGL support.
* /sim/nasal-gc-threaded (true) - use background threaded GC
* /sim/nasal-gc-threaded-wait (false) - at the start of the frame wait for the previous GC thread to complete.