Fix the current buggy rain orientation behaviour for the views attached to the
aircraft (while still inheriting bugs with the views attached to anything else).
- Feet to meter conversion mistake (in AI getGround elev)
- Improved ground following code (not yet perfect, but for now no one will
notice it within the marginal altitiude differences at the taxitrack or
runway)
- Exclusion of the "AI" directory witihin data/Aircraft in
main/init/fgSearchAircraft, to prevent AI aircraft to be picked up by the
aircraft search function
This patch limits the maximum simtime we do simulation computations for.
That is highly sensible if you run flightgear in valgrind or some realy slow
debug build. In such a case it is possible that flightgear gets totally
unresponsible, because simulation time might increase slower than real time.
That patch introduces a maximum simulation time per rendered frame to limit
that effect.
If the property /sim/max-simtime-per-frame is set to something strictly
positive, the simulation time is limited to that value.
The default is unchanged - no limit.
Anyway, from the point of view of gui responsiveness and responsiveness to
realtime controls like joystick inputs it might be a good idea to limit that
by default to say 1 second. If you have less than 1fps, flightgear is
unplayable anyway and I believe we do not longer need to care for realtime
correctness for that case ...
though the window wasn't resized. I'm just not adventurous enough for
a cleaner solution in the light of the upcoming release. At least the
xsize/ysize properties aren't set each frame any more, so listeners
work now properly.
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.
"play-audio-function" command. This function can be called from internal
code, from nasal scripts, or from external scripts to play a single one-off
wav file. File/audio data is loaded and unloaded on the fly automatically.
- Provide a Nasal interface to display simple text messages on the screen
like the ATC display. In fact, I copied the code from the ATCDisplay.cxx
and simply shifted it further down the screen.
Erik:
TODO: Integrate the two pieces of code.
Computes the pick direction and starting point. This is code that translates
a screen coordinate into a vector in the FlightGear world (between the eye and
the on-screen coordinate.) Armed with this vector in FG world coordinates,
you could call a scenery intersection routine and lookup the lon/lat/elev of
the point in the world that was clicked on.
* in some cases more specific sg exception types were used in place
of the more generic one, e.g., sg_io_exception instead of sg_exception
when the context of the error was an IO error
* in some cases, the error message was made more specific
* minor style fix for exception rethrowing --- using throw; whenever
a re-throw is made; sometimes optimizing away the exception symbol name
in the catch handler at all
* more specific catch handlers added in some places -- e.g.,
an sg_io_exception caught ahead of sg_exception
Insert empty string as marker between FG_SCENERY path elements.
FG_SCENERY=A:B expands to [A/Terrain, A/Objects, "", B/Terrain, B/Objects, ""]
(assuming that both A/ and B/ have Terrain/ and Objects/ subdirs).
tileentry.cxx -- FGTileEntry::load():
Check all tile dirs in FG_SCENERY from left to right: add all objects
to the scenery until a terrain tile was found: In this case read the
rest of that group (i.e. the Objects/ twin dir) and then stop scanning.
Better structuring of log messages & fix warnings.