basic linux+windows release script

This commit is contained in:
Dustin Carlino 2019-03-11 17:18:30 -07:00
parent 417615cf3a
commit caded99919
8 changed files with 42 additions and 1 deletions

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@ -22,3 +22,4 @@ A/B Street binary releases contain pre-built maps that combine data from:
* City of Seattle GIS program (https://www.opendatacommons.org/licenses/pddl/1.0/)
* https://github.com/seattleio/seattle-boundaries-data (https://creativecommons.org/publicdomain/zero/1.0/)
* USGS SRTM
* DejaVuSans.ttf (https://dejavu-fonts.github.io/License.html)

20
build_release.sh Executable file
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@ -0,0 +1,20 @@
#!/bin/bash
set -e
OUT=abst_release
rm -rfv $OUT
mkdir $OUT
cp color_scheme $OUT
mkdir $OUT/editor
#cp target/debug/editor $OUT/editor
#cp target/x86_64-pc-windows-gnu/debug/editor.exe $OUT/editor
cp target/x86_64-pc-windows-gnu/release/editor.exe $OUT/editor
mkdir -p $OUT/data/maps
cp data/maps/montlake_no_edits.abst $OUT/data/maps
zip -r $OUT $OUT

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@ -1 +0,0 @@
DejaVuSans.ttf: https://dejavu-fonts.github.io/License.html

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@ -1,6 +1,7 @@
# TODO - Core gameplay
- parking vs bus tutorial level
- big vertical road. some neighborhoods off to the side. everyone trying to go nrth or south. one driving, one parkign lane. a bus that makes a loop. some horizontal roads connected to borders that force the vertical road to not be fast. just make a dedicated bus lane! oops,except some of the bus stops are at narrow places, so traffic has to slow down anyway for the bus. maybe there's a bypass road through a neighborhood?
- introduce elements gradually... fix a silly traffic signal with just cars, then add peds and bikes...
- Example use cases

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@ -9,6 +9,11 @@
- show common parts of routes in A/B, point of divergence
- "Two parallel universes sit at your fingertips, and with the flick of a key, you can glide between the two. Buses jumping past traffic in one world, snarly traffic jam in the other. An A/B test revealing what currently is, and what could be, compared meticulously and deterministically. A/B Street -- which world do you prefer?"
## Tooling
- play with https://github.com/glennw/thread_profiler
- and https://github.com/ferrous-systems/cargo-flamegraph
## Stability
- test results per git commit

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@ -1,5 +1,15 @@
# TODO - Map quality
## Boundary clipping
- detect border nodes better by clipping roads based on the desired polygon in convert_osm!
- still weird!
- clip areas
- outgoing border nodes do kind of need a policy... can throttle intake to model backup.
- some areas in small_seattle are borked or missing
- at least for lakeslice, we have points in good orders, but need to clip areas too.
## Geometry
- bad polyline shifting remains
@ -72,6 +82,7 @@
- iterative process... have to redo affected roads and intersections
- we havent filtered buildings by proximity to sidewalk yet
- if we dont filter at all, we pick up some houseboats! :) should draw water...
- undo disabled traffic signal assertion
## Release

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@ -22,6 +22,7 @@
- text box entry: highlight char looks like replace mode; draw it btwn chars
- traffic signal cycles go offscreen sometimes!
- mouseover shouldnt even be possible in lot of modes, like when a menu is active
## General ezgui stuff
@ -39,6 +40,7 @@
- launch floodfill from context menu while following an agent... shouldnt be allowed
- can coexist: show score, search, hide
- some abstraction to just declare set_mode, give the extra width and height besides the menu, and get back a screenpt to start drawing at
- bold hotkey letters
## New features

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@ -27,6 +27,8 @@ editing, but it likely has other uses.
* Geometry: a PolyLine representing the center of the lane
* Sidewalks know which Building paths are connected and
borders
![Alt text](https://g.gravizo.com/svg?
digraph G {
Road -> Intersection [label="connects two"];