The deadend trimming is too enthusiastic, getting rid of some unsnapped
cycleways and things connecting to the map border. Will iterate on it
this week; net benefit for now.
intersection. This often happens with a group of 4 intersections (two
divided highways), and there may be many small segments embedded in the
middle for street car tracks and such.
Also bring in fresh OSM for Tempe, with one such intersection now
consolidated! #654, #672
- Grab fresh Seattle OSM, picking up https://www.openstreetmap.org/changeset/108071529
- Treat highway=footway, bicycle=dismount as a cyclepath, for now
- Treat service=driveway, bicycle=designated as a cyclepath
Since this requires regenerating all maps anyway, also include some
stuff to improve Aurora near Green Lake:
- stop making highway lanes super wide by default; they just make
divided highways overlap themselves
- filter out service roads with access=customers
But note the bridge from the Arboretum to Lynn is still disconnected,
because of detailed footway mapping that isn't tagged as
bike-accessible.
dramatically improve time to import and edit maps.
The fix helps all maps that use extremely high edge weights to prevent
people from cutting through private roads. There may be a more robust
fast_paths fix later, but I want to reap the benefits for tomorrow's
release.
The dramatic numbers:
- importing huge_seattle: 893s down to 108s
- editing huge_seattle: 102s down to 19s
Query speeds didn't appear to substantially change.
lane that they're stuck behind them. Only record a risk exposure event
the first time, but let passing happen anywhere. #382
Also add scenario name to PrebakeSummary, to disambiguate the Poundbury
results.
fixes a very dramatic problem in the Green Lake map.
Regenerating everything...
Also added total trip time to the prebaked summary, to get a quick sense
if a change net helps or hurts and have a record in version control.
lane and both want to park in the same building or parking lot, they're
assigned the same spot. When the second one tries to use it, they pick
another. Now the second will still consider spots that they're directly
next to. #688
- handle when the equiv_pos of a driveway gets too close to the edge of
another lane
- make the updater workflow handle files from S3 that're a bit older
- remove pathfinding_avoiding_roads
- strip out old vehicle capping from map edit JSON, then fix up
proposals
- delete old capping API example
- temporarily give up on phinney; it starts gridlocking
- add broadmoor proposal link in-game
supported!
- Had to skip over center turn lanes -- we're approaching the point where
we can model those realistically.
- Carefully deal with static blockages near the start of a lane to avoid
spillover. Observed near b3810 in greenlake. It's time to make equiv_pos
smarter...
- offstreet_parking_length in importer config
- backwards compatibility for map edits
- fixing up the baked-in proposals
- working around a few PolyLine bugs that happen with the new rounding
- Don't regenerate actdev scenarios yet -- the upstream JSON format is
out of date, will have to fix separately.
I have some fuzzy vision of declaring all importer pieces as a dependency graph, with optional caching of some input, that would express this kind of thing better. But... in the meantime.
Now regenerating everything...
- Allow blocking the box around two complex intersections in Green Lake.
This makes the vehicle behavior much more realistic there, by visual
inspection.
- Amp up offstreet parking to 10 per building. I noticed the simulation
completes easily with --infinite_parking. This is an approximation of
that. We make really bad guesses about carpooling and the amount of
parking available around here, so effectively just remove it from
consideration for now.
- arrays are now iterable directly
- switch to using BTree{Set,Map}::retain!
- a round of clippy
- regenerate scenarios and prebaked data; not sure why, but there's a
diff
- Support this at the pathfinding level, when transforming v2->v1
- Adjust how the vehicle's body is rendered as it exits a driveway onto
a farther lane
No support yet for blocking any intermediate lanes; vehicles may clip
through each other without any conflict. Planning to add that
separately.
Regenerating all scenarios and prebaked data...
... But leave it disabled, until we can handle such larger file sizes
and levels of traffic.
And although this should be a behavioral no-op, there's a diff in the
scenario files, so recalculate them.
- Stop importing rail in Tempe. Not simulating anything on it yet, and it complicates gridlock. #672
- Update the GMNS timing.csv import based on slight format change. #626
running out on my current machine. Fixes#671.
Finally regenerate screenshots for the first time in ages... just
blindly accepting everything, because the slightly different screen size
means everything was slightly shifted down.
count incoming roads when figuring out if an intersection is degenerate.
Also make link roads (on/off ramps) lower priority than the main part of
the road.
Regenerated everything.
(and fixing up the cloud scripts)