- add generic text adjustment and
- use it in the ladder: climb -> vert bar on the outside, numbers below line
dive -> vert bar on the inside, numbers above line
work for ground based distance separation of AIAircraft.
Traffic manager initialization related changes:
- Schedules initialize "on the fly", instead of during initialization
- Invalid routes are no longer deleted, but marked as BOGUS and ignored
- Changed loading order from a distance based prioritization to a point-
score based prioritization, resulting in a much faster establisment of
AIAircraft near the user's plane.
Preparatory work for ground-based separation of Aircraft.
- The groundnetwork findShrortestRoute function not only returns a list
of waypoints, but also a list of taxi "segments" (a.k.a. taxiways).
- The taxiway list is stored in the Flightplan, and updated everytime
a new taxi leg is created.
implications.
Fix the ladder so it "moves" around in the hud correctly based on alpha/beta
offset projected onto the horizon line so the horizon is always the horizon.
using Curt's new speed adjustment code. 2) Separated the function
FlightPlanCreateCruise() into a new source file in preparation of a more
elaborate airway following scheme.
calculations. We run the FDM at 120hz and compute how many loops can fit into each FG loop.
Floating point rounding could lead to a situation where we could end up running
1, 3, 1, 3, 1, 3... loops of the FDM when in fact we want to run 2, 2, 2, 2, 2...
If we artificially inflate ml above by a tiny amount to get the
closest integer, then subtract the integer from the original
slightly smaller value, we can get a negative remainder.
Logically this should never happen, and we definitely don't want
to carry a negative remainder over to the next iteration, so
never let the remainder go below zero.
such a box:
_____/\_____
| Booo |
|__________|
likewise with options bottom, left, right. The size can be set via option
<marker-offset> (analogous to <tape> offsets), which describes the distance
from the base to the peak. Default: 8 px
a 8 pt font (set 8 pt in preferences.xml, too)
- fix vertical alignment of digits in label and ladder (temporary
solution -- the whole font handling needs to be reviewd and fixed)
- simplify nadir and zenith (they always want to be horizontally centered
on the ladder lines, no?)
- simplify and abstract label box drawing (no need for stippled side lines)
- align text (more) correctly in label boxes
- move variable declaration near their first use (c++ style rather than c)
- rename (zenith|nadir|hat) to enable-(zenith|nadir|hat) and make them bool
(for consistency reasons)
Generally you want point sprites for performance reasons when enhanced runway
lighting (and smooth points) are activated. Most hardware doesn't
accelerate the rendering of standard smooth points, so without point sprites
you will kill your night time performance if you turn on enhanced runway
lighting.
Note that enhanced runway lighting "breaks" our clever scheme to make the
runway lighting brightness vary with the relative view angle. This means
with enhanced lighting on, all lights are equally bright no matter what
direction you view them from. So perpendicular runways are just as bright
as runways you are directly lined up with (when enhanced runway lighthing
is activated.)
You can revert to the original lighting scheme by turning off enhance runway
lights, turning off distance-attenuation, and turning off point-sprites in
the rendering options menu.