Apparently most filters are only filtering on type - we weren't running the filter body for navaid or comm-station lookups, causing weird ATIS bugs. Ensure that we actually run the filter at the point we have an FGPositioned* result.
An upcoming commit will make the sound headers standalone, and no longer include various other headers / using std:: declarations. Prepare for this by making includes and usage of namespaces explicit.
Make subsystems create-able and removable from commands. Only some subsystems are supported so far, since many have non-default constructors or other complexities.
With this, change, it's possible to dynamically add and remove the traffic-manager at runtime, for example: fgcommand("add-subsystem", props.Node.new({ "subsystem": "traffic-manager", "name":"traffic-manager", "do-bind-init":1}));
For (future) easier testing of the sim, support a mode where only explicitly named config / option files are loaded, instead of the default ones. (Including, for example, preferences.xml). This currently produces a non-functional sim, but will soon be more useful :)
No behaviour should change unless you try the new option.
FGControls create/init/bind order was incorrect, causing initial property tree state to get over-written. Restructure the code so bind() sees correct values.
- kHz/mHz conversion needs factor 1000 not 100
- Correctly read name for CommStations from NavCache
- Fix parsing CommStation names from apt.dat (Name
can contain spaces)
The Flight-plan leg data computation was omitting certain data for the final waypoint, which in turn made some of the route-manager data bogus when flying the final leg. Fill in some sensible values which we can compute.
Using a tied property works only for one single usage of the
property. In reality FGATIS is normally instantiated four
times (nav/comm/1/2) where only the first instantiation
works correctly. All subsequent instantions fail to tie
and show some error messages.
Also tied properties shouldn't be used anymore.
- Redraw all canvases in the frame OpenVG is initialized.
Otherwise if multiple canvases are created in the same frame
only one of them would get correctly updated.
If OpenVG/ShivaVG is initialized nothing is drawn in the same
frame, therefore we need to draw another frame to ensure all
paths are rendered correctly.
Avoid the application becoming unresponsive during nav-cache rebuilds. We still have to wait for the rebuild, but perform it on a helper thread so the main GUI thread stays responsive and hence doesn't trigger a beach-ball / 'not responding' alert. Also ensures there's some feedback (the spinner) during the rebuild operation, so users don't think we've hung.
In preparation for caching the groundnet in the NavCache, make taxi-nodes and parkings inherit from FGPositioned. As part of this, make them heap (as opposed to value) classes, disable their copy-constructors, remove many mutating operations, and give them real constructors.