Dustin Carlino
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8d1581241f
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render separators between groups of menu items. very messy
implementation, but many other ideas fell through, and this works.
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2019-06-25 10:58:40 -07:00 |
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Dustin Carlino
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f7b5cf9a9f
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organize all modal menus into groups. dont render them yet.
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2019-06-24 15:43:22 -07:00 |
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Dustin Carlino
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02c50453ad
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tiny anti-refactor: explicitly copy the 3 CommonState keys into the 4 places they're used
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2019-06-24 15:28:37 -07:00 |
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Dustin Carlino
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b996b3773e
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view all routes tool in debug mode
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2019-06-24 15:04:16 -07:00 |
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Dustin Carlino
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66b21c81ec
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use a loading screen when exiting a/b test mode, since it's so laggy
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2019-06-24 14:46:06 -07:00 |
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Dustin Carlino
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36b3558db5
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share agent following and route tools also
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2019-06-24 14:38:37 -07:00 |
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Dustin Carlino
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b9c9a77f40
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share time stepping controls btwn sandbox and abtest mode
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2019-06-24 14:03:44 -07:00 |
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Dustin Carlino
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e137fcf15c
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refactor mouseover recalculation for the common case
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2019-06-24 13:31:04 -07:00 |
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Dustin Carlino
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17460b1deb
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use debug mode's special baselayer drawing
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2019-06-24 10:28:32 -07:00 |
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Dustin Carlino
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8c67267d28
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moving time traveler over to new stackable state model. and with that,
the stackable state model is good enough!
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2019-06-23 18:57:45 -07:00 |
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Dustin Carlino
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6905595a05
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less work for the default InputOnly
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2019-06-23 17:25:41 -07:00 |
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Dustin Carlino
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fe38f2ff97
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move secondary to UI, fixing two things that needed access
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2019-06-23 16:54:34 -07:00 |
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Dustin Carlino
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eac7be2028
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recalculate mouseover when unhiding stuff in debug mode. can do this now
that we're not borrowing the world.
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2019-06-23 09:56:02 -07:00 |
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Dustin Carlino
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e67305d084
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a way to pop states and pass data back
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2019-06-22 20:37:01 -07:00 |
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Dustin Carlino
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3958ec556e
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state transitions for nicely handling a few things... in particular,
clearing splash screen wizard state so we dont get stuck on a choice ;)
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2019-06-22 20:05:12 -07:00 |
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Dustin Carlino
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551866169a
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make Warp and Navigate use nested states inside CommonState
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2019-06-22 18:24:46 -07:00 |
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Dustin Carlino
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8250bd5a1e
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restore jumping to time in sandbox
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2019-06-22 18:07:39 -07:00 |
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Dustin Carlino
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965a458b15
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move state stuff into game.rs too
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2019-06-22 17:04:23 -07:00 |
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Dustin Carlino
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6c6299c1d0
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moving splash screen code to its own file
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2019-06-22 13:57:38 -07:00 |
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Dustin Carlino
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665ba52d63
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convert tutorial mode
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2019-06-22 13:51:15 -07:00 |
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Dustin Carlino
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281a0ffcb9
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converting mission mode
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2019-06-22 13:42:11 -07:00 |
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Dustin Carlino
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859429a493
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converting abtest mode
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2019-06-22 12:59:21 -07:00 |
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Dustin Carlino
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6f2f6a3a75
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converting editmode over
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2019-06-22 11:36:17 -07:00 |
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Dustin Carlino
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f86e9666d5
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convert DebugMode to stackable states
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2019-06-22 10:30:40 -07:00 |
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Dustin Carlino
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a451c06d46
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proof of concept for stackable game states. most things in splash screen
and sandbox mode converted. already feeling MUCH cleaner.
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2019-06-21 16:01:07 -07:00 |
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Dustin Carlino
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0711056d89
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save and restore savestates for entire a/b tests. launching from scratch
takes 33s in debug, this takes 19s
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2019-06-21 12:47:00 -07:00 |
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Dustin Carlino
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284a0f8c69
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dont start crossing a traffic signal if the timer will run out. optimistically move at full speed.
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2019-06-20 15:36:31 -07:00 |
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Dustin Carlino
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1ce616b0be
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recenter when loading a different map
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2019-06-20 15:19:35 -07:00 |
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Dustin Carlino
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6738de2488
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draw text beneath Sliders, not in the ModalMenu
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2019-06-20 14:48:32 -07:00 |
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Dustin Carlino
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220d3d57ab
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tool to convert to a ped scramble cycle completely
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2019-06-20 12:36:26 -07:00 |
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Dustin Carlino
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994cdd20ae
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new release
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2019-06-19 14:59:57 -07:00 |
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Dustin Carlino
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5a3862dda0
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expunge the concept of traffic signals being in overtime. not realistic to how people drive, the current rules allow progress without impacting safety. also disable gridlock detection -- noisy results, easier to visually spot, and slow.
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2019-06-19 14:51:09 -07:00 |
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Dustin Carlino
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d72aefdc7c
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add more hints, trying to get a full PSRC day on 23rd to work...
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2019-06-19 14:27:53 -07:00 |
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Dustin Carlino
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c90073c64a
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start a very primitive scoreboard for a/b tests
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2019-06-19 12:42:16 -07:00 |
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Dustin Carlino
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177b33795c
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adjust building color, update screenshot test
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2019-06-18 16:34:28 -07:00 |
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Dustin Carlino
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91cc74a30c
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dramatically slash the one-time preparation time for the 3 VehiclePathfinders by using the node ordering from one for the other two. this actually also exposed a bug that would eventually muck with recalculating after edits (node IDs depending on the original state of the map)
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2019-06-18 16:21:35 -07:00 |
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Dustin Carlino
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7a49c585cf
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remove building_type and stop reading the residential permit shapefile
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2019-06-18 14:58:57 -07:00 |
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Dustin Carlino
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04021f9fd1
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print more complete and robust building names. adjust intersection and
building colors -- stop coloring buildings based on type (adds visual
noise, data is very bad)
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2019-06-18 14:47:24 -07:00 |
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Dustin Carlino
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1835155a47
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dont recalculate pathfinder after every map edit; just once at the end
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2019-06-18 14:28:14 -07:00 |
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Dustin Carlino
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c2576b9ad7
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disable path validation. 2.8s down to an even 2s.
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2019-06-18 10:53:45 -07:00 |
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Dustin Carlino
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cdda463ee4
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speed up pathfinding queries even more by reusing the PathCalculator
each thread
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2019-06-18 10:25:35 -07:00 |
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Dustin Carlino
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a7b10b7ec5
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collapsing load/create scenario options directly into mission mode
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2019-06-18 06:36:20 -07:00 |
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Dustin Carlino
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a6aa46dd61
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cutover driving pathfinding to fastpaths, using a full lane graph for driving instead of falling back when path stitching fails. handle edits by preparing the CH again, using the existing node ordering. one-time prep time is reasonable, recalculating works for live edit mode, and queries are FAST! :O
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2019-06-17 19:16:04 -07:00 |
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Dustin Carlino
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cdacaef1a6
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refactor menu text for all ItemSliders
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2019-06-17 17:22:20 -07:00 |
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Dustin Carlino
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22db36c0f4
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use a sparser, more obvious representation for walking_with_transit.
cuts prep time down to reasonable levels for everything.
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2019-06-17 16:08:31 -07:00 |
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Dustin Carlino
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b4de820f56
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make interactively spawned peds use transit if possible, to figure out
why the walking-with-transit graph is not working... argh which is
because map initialization order has so many funky dependencies
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2019-06-17 15:32:49 -07:00 |
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Dustin Carlino
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4951eea644
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cutover walking (with and without transit) pathfinding to fast_paths!
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2019-06-17 14:14:30 -07:00 |
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Dustin Carlino
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ace3f0d285
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remove Debug trait from Map and pathfinder -- not used in a long time
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2019-06-17 12:14:16 -07:00 |
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Dustin Carlino
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58d056cdbc
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remove paranoia panic for an anticipated case with hints
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2019-06-17 10:45:54 -07:00 |
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Dustin Carlino
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ecaa8bea53
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use slider to browse hints
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2019-06-16 14:31:19 -07:00 |
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