It was my intention when introducing the cached vs uncached flavors that
we'd prefer the cached flavor for anything referencing bytes from a
file, like icons and UI glyphs, and that we'd only use the uncached
flavor for dynamic things like "face" generation.
mapper. Closes#482
The X buttons are confusingly no-ops on the web, and redundant on
native, since people know how to close a window.
Also fix up a few button styles in the smaller tools.
* Skip all-walk if no demand
If you create an all-walk stage and make it adaptive, if there is no demand it will be skipped. Fixed crosswalks are never skipped, as they may be necessary for queue management.
u-turns, but recently, they're forced to left turns if the road names
don't match. Now be more specific and revert either a left or right
turn.
This fixes up https://www.openstreetmap.org/node/53089011, which now
acts like a 4-way intersection for signal heuristics!
Not regenerating everything yet.
The roads that cross the light rail tracks wind up gridlocking horribly.
For this case study, we actually just care about Rainier Ave.
The scenario still gridlocks, but due to tiny traffic circles breaking.
Going to try automatically converting those to a single node.
to match.
Originally these were introduced to deal with merging intersections
between dual carriageways. But inadvertently, lots of left turns got
reclassified as u-turns. That's caused various headaches, most recently
the lakeslice gridlock. That's fixed again!
Fix a bug with the previous commit (lanes=1 on a two-way). Now regenerate.
... Unfortunately lakeslice now gridlocks due to a turn generation bug.
Temporarily removing the prebaked results there so I can push these last
few changes through. Will resolve this before the next release.
intersection. When the signal happened to be on a node that didn't alter
the angle of the road, it was incorrectly getting dropped before.
Not regenerating all map data just yet, but manually verified along
Newmarket Rd in Cambridge. #449
The Xi'an map isn't being regularly used, and it has some issues
(boundary is too large, OSM is missing buildings in most of the area).
The zcool font enables Chinese characters to render, but costs 6MB in
the binary files, slowing down wasm loading time. Eventually, we can
support async loading fonts and passing them to widgetry when loading a
map requiring them. For now, cutting down wasm size is a bigger
priority.
game wasm from 18MB to 12MB. Not bad!
* introduce "pill" to be explicit about fully rounded, vs a "None" radius
* no-op transition to CornerRadii
* popup button to spec
* restore "fully rounded" layout behavior
* use plain light to better show highlight
* persistent split to spec (for day theme anyway)
* remove night-theme colors for speed panel
* fixup docs for pill
* CR: remove unnecessary `row`
* CR: remove outdated doc
* import order