into the <color> group, but that's because on HUD color changes a whole
"color" set from /sim/hud/palette/color[*] is copied to /sim/hud/color/, and
antialiasing needs to be considered with that. (I'm not entirely happy
with the property names yet.)
two almost identical functions for these methods. It only forces to repeat
the redundancy for every small change to either.
- abstract out generation and destruction of plib string arrays
- abstract out generation of lists from <value> children
- only call globals->set_initial_waypoints() if the waypoints list address
has actually changed, that is: if it has just been initialized
- remove trailing spaces
- fix indentation
but got changed so that Nasal listeners wouldn't be triggered needlessly.
Doesn't make sense, though, as Nasal will never be available before the
video size is set, and it prevents the window interface from setting the
startup size.)
Here is one patch that to make FlightGear run without floating point
exceptions on FreeBSD. Apparently, if we do not ignore floating point
exceptions per this patch, there is some occasional condition where the
nvidia driver is involved in delivering spurious floating point exceptions
to the fgfs process, causing it to core-dump occasionally without the patch.
With only this patch, FlightGear will compile and run properly on
FreeBSD 6.X as long as the nvidia accelerated driver is installed,
modulo proper switches to the SimGear and FlightGear configure script
executions.
Again, kudos to your team for the great work on the big release
push; it is super to see things come together like this!
a race condition ending in warping twice and having huge increments for the
second warp.
I am not aware of such a flush function in glut. So we emulate that by
ignoring mouse move events between a warp mouse and the next frame.
That should make glut behavour aequivalent to sdl behavour.
I have implemented a Honeywell MK VIII EGPWS emulation for FlightGear.
The MK VIII is an Enhanced Ground Proximity Warning System aimed at
regional turboprop and small turbofan aircrafts such as the Citation,
Citation Bravo, B1900D, Beechcraft 99 and L410.
Frederic Bouvier:
make the MSVC compilation possible. Rearrange base package directories.
This patch makes use of the vectors now available in simgear with that past
patch. And using that it simplyfies the carrier code somehow.
- Small additional factory's to the quaternion code are done in the simgear
part. Also more explicit unit names in the factory functions.
- The flightgear part makes use of them and simplyfies some computations
especially in the carrier code.
- The data part fixes the coordinate frames I used for the park positions in
the carrier to match the usual ones. I believed that I had done so, but it
was definitly different. Also there are more parking positions avaliable now.
The new multiplayer patch with an extension to transmit some properties with
the base package. The properties are transmitted in a way that will not
immediately brake the packet format if we need new ones.
Even if the maxmimum number needs to be limited somehow, that format might
work well until we have an improoved packet format which is even more compact
and that does not require to retransmit redundant information with each
packet.
That part is relatively fresh and based on that what Oliver provides on his
multiplayer server web page.
The properties are transferred to the client and I have modified the seahawks
rudder animation property to use a relative property path to verify that it
works appart from the fact that you can see it changing in the property
browser.
The movement is still a bit jerky, but that can be fixed/tuned later without
again braking the packet format.
the mouse pointer to a new position. Otherwise it can happen that the new
position is first set, but then come a few still unprocessed events for the
old position. This makes ugly jumps in mouse view mode.
or write to the color properties in /sim/screen/. If this Nasal/GUI
implementation turns out to be too slow, we'll write a generic OpenGL/plib
version simliar to the ATCdisplay code. (OK'ed by Andy and Stuart)
or write to the color properties in /sim/screen/. If this Nasal/GUI
implementation turns out to be too slow, we'll write a generic OpenGL/plib
version simliar to the ATCdisplay code. (OK'ed by Andy and Stuart)
scripts that load/write user specific data that shouldn't go to PWD, and
can't go to $FG_ROOT (due to permissions and clean separation of 'official'
data and local modifications)
This patch removes some useless indirection when creating AIModels. It
obsolets AIScenario*.
AIEntities are just an intermediate copy of an other intermediate copy of an
xml file on the way from the ai scenario configuration file to the AIModels.
As such the AImodels can now be created directly from the property tree read
from the scenario file.
This reduces the amount of work needed to add an other AIModel and reduces the
amount of copy operations done during initialization.
It also moves internal knowledge of special AI models into these special AI
models class instead of spreading that into the whole AIModel subdirectory
which in turn enables to use carrier internal data structures for carrier
internal data ...
Also some unused variables are removed from the AIModel classes.
I believe that there are still more of them, but that is what I stumbled
accross ...
Tested, like the other splitouts these days in a seperate tree and using the
autopilot for some time, and in this case with a carrier start ...