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.
PTT now in
/controls/radios/comm-ptt as an int; non zero indicates which comm radio to use
/comm-radio-selected is the default comm channel to use. This should usually be the same as will be set by PTT into /controls/radios/comm-ptt
NOTE: that PTT will switch the FG comm inbound and outbound frequency to whichever radio was PTT'd.
Big rework of the Adjust LOD ranges dialog to hopefully make it easier to understand, and harder to setup so that models aren't visible by accident.
All range entry is now via sliders.
The sliders are deltas from the previous value.
There is now the option to specifically choose either low detail or high detail AI/MP models. *NOTE* that for models without a fallback index the low detail model will be the blue yellow glider.
There is now clear indication of what happens for the Meters or Pixel modes.
Added a defaults button that will restore a reasonable set of default values.
The properties that were used have been renamed to ensure that sensible defaults will be picked, ideally we'd have a way to migrate things like this but I don't think we do, so this is a reasonable alternative.
By setting /sim/model/fallback-model-index, an MP model
can transmit an index into the AI/Aircraft/fallback_models.xml
file which will be used if the aircraft model cannot be found
in other instances Aircraft or AI/Aircraft directories.
GUI and default property for /sim/multiplay/use-detailed-models
to indicated if we prefer to use detailed models from Aircraft (true)
or simpler models from AI (false).
The feature is disabled by default. And when enabled the AI wake interaction is computed for aircraft closer than 5 nautical miles to the user aircraft.
This will hopefully make it clearer from now on what this file
actually does, and that it’s not supposed to be normally modified.
Requires a corresponding FG change of course,