Patch goals:
1. Implement instrument and pannel lights controled by the nav-light switch.
2. Use Instruments-3d/vor which includes GS flag and filters for smooth movement of cdi and gs needles to and from parked position.
3. Adjust model and pilot view per the agreed to changes in Re: [Flightgear-devel] c172p pitch at cruise question, 12/06/2008 02:27 PM. These changes were never committed.
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.