SimGear change. It changes all the SG_xxxx to be the 'real' includes, and gets
rid of many #ifdef SG_HAVE_STD_INCLUDES. As an added bonus, rather than
replacing 'SG_USING_NAMESPACE(std)' with 'using namespace std', I just fixed
the small number of places to use std:: explicitly. So we're no longer polluting
the global namespace with the entire contents of std, in many cases.
There is one more 'mechanical' change to come - getting rid of SG_USING_STD(X),
but I want to keep that separate from everything else. (There's another
mechnical change, replacing <math.h> with <cmath> and so on *everywhere*, but
one step at a time)
PLETE_FUNCTIONAL from SimGear and FlightGear.
As a result, SG_HAVE_STD_INCLUDES is now *always* set, so I will get the boring
fixes for that done, but separately. I'm still auditing the other things in comp
ilers.h - there's a lot that can die now BORLAND is gone.
- drop unused parts (MouseQuat/GuiQuat)
- move "old-reinit-dialog" fgcommand to fg_command.cxx under new name
"reset" for now. (May later get merged with fgcommand "reinit".)
- move reInit() to fg_init.cxx: This was used by Shift-Esc and
Menu->File-Reset (via fgcommand "old-reinit-dialog"). We have already
a similar function fgReInitSubsystems() in fg_init.cxx, so these two
functions will probably get merged later.)
file. Possible uses of this functionality could include converting the
model to some other format or coordinate system for use in some other
visualization or simulation.
IRC wanted this to be scritable) and add it back (as a tip popup) via
a little nasal in the keyboard handler. Also put the synthesis of
property nodes back into fgcommand(), because I got cold feet.
src/GUI/gui.h src/GUI/gui_funcs.cxx src/Main/fg_commands.cxx
src/Main/renderer.cxx src/Main/renderer.hxx: Tim Moore:
These patches implement a command to dump the entire OSG scene graph as
a .osg text file. While large, this allows debuggers to really see
what's happening in the scene graph.
signals, this is meant for attaching listeners. The ufo will use that to
hide/reveal the status line in screenshots. The following signal properties
are now available:
/sim/signals/exit ... set to 1 right before quitting
/sim/signals/reinit ... set to 1 on re-init (Shift-Esc)
/sim/signals/screenshot ... set to 1 before and to 0 after screenshot
/sim/signals/click ... set to 1 after mouse clicks at terrain, signalling
that the geo coords in /sim/input/click/ were updated
Erik Hofman:
This patch contains an update to net_ctrls.hxx that adds an extra 100 bytes
(or an equivalent of 25 (u)int32_t types) of reserved space. This could be
used to make the protocol forward and backward compatibel within a certain
scope. Be sure to read the instructions at the begining of the header file
when addinf new variables.
there was the situation where four directories contained jst two files,
of which three directories were aircraft related, and one directory contained
test code from Curt that might be better of in SimGear anyhow.
This is just a patch to move a bunch of files to new locations. In case of
local changes to any of them you can do the following:
move replay.[ch]xx from src/Replay to src/Aircraft
move control.[ch]xx from src/Control to src/Aircraft
move ssgEntityArray.[ch]xx from src/Objects to simgear/screen
In addition it has been decided only to use .[ch]xx files in all directories
unless it's contained within an FDM specific directory, in which case the
author is free to do whatever (s)he wants.
In this repspect the following files have been renamed in src/Multiplayer:
tiny_xdr.[ch]pp has become tiny_xdr.[ch]xx
multiplaymgr.[ch]pp has become multiplaymgr.[ch]xx
it isn't there, this is a bug. Thus centralize the error message so that it
doesn't have to be repeated everywhere. Of course, the calling code should
still consider that a returned property node may be 0.