"rise / run" calculation used the trimmed road center-lines, which don't
match up with the elevation at each original intersection point.
Also handle infinity in the output and reduce the resolution of the
query from every 1m to every 5m.
Regenerate all maps due to the map format change. Try bringing in
elevation data for all of Seattle using the LIDAR source, since
the data quality assessed in eldang/elevation_lookups#12 seems to be
similar, and LIDAR is way faster than contours.
intersections. They wind up looping back on themselves in a nonsensical
way, causing vehicles to visually glitch when moving through.
This causes lakeslice and rainier to gridlock, due to the magic of
emergent behavior. I think I upstreamed an OSM fix for lakeslice, but I
need to work on rainier before enabling this code.
Button colors are now determined by the color scheme, but for now all
schemes are hardcoded to use the same "night" button colors. Read on for
rationale...
Previously, which button colors to use (dark/light) was specified inline
while building the UI.
Eventually we want to live in a world where color scheme determines:
- panel colors
- button colors
- text colors
The theme could already choose panel colors easily enough, but because
the buttons and text were not determined by theme, choosing anything
other than a black or dark grey panel color makes the buttons and text
unreadable.
This PR tackled the themeable "button colors" portion, but all themes
continue to use the "night" colors for now, because using the actual
"day" colors would still make the text unreadable.
next up: themeable text!
The one intentional regression is within the pregame tutorial,
which has always been styled differently from the rest of the app. An
expeditious hack has caused the prev/next/continue buttons to lose their
visible hover state. I'll restore this upon completing the day theme
work.
City names are now disambiguated by a two-letter country code. This
commit handles almost everything needed to make this transition. Main
next steps are fixing up map edits automatically and making the city
picker UI understand the extra level of hierarchy.
A little bit of fallout: lakeslice gridlocks again; this regression is
actually from the recent traffic signal changes, but I'm just now
regenerating everything. Will fix soon.
This was all done by search/replace, and should not affect
functionality.
Goals:
- be consistent with the figma terminology.
- consistently order:
"btn_{solid|outline|plain}_{dark|light}_{text|image|dropdown|back|etc}"
Originally, the intention of the deleted calls was to not interrupt
Timer progress bars with warnings. But the output of things like the
importer is impossible to read anyway. Strongly considering explicitly
sending logs and timing info to separate places and using something like
multitail for live progress.
Unplumb timer from LOADS of places that just needed it for logging.
widgetry, geom, and abstutil may wind up on crates.io in some form to
let other projects use widgetry. abstio has A/B Street-specific tricks
for reading data on native/web. Note widgetry still depends on abstio,
will figure out how to clean that up next.
map_editor. It was nuked in 182f5139a5,
when I decided the MapFixes approach wasn't worth it. #114
The restored version doesn't attempt to handle turn restrictions again
yet.
struct. Whatever choices we make next about naming cities hierarchially
or not can be managed in just one place. #326
This is a pretty huge change, but the compiler gives reasonable
confidence it's correct. More bugs are likely to crop up in the next
step, when filenames start being namespaced by the city too.
Nothing about it is specific to A/B Street, and other apps built with
widgetry could organize themselves as a stack of states. This is also a
first step towards sharing more common code between A/B Street and a
future OSM viewer.
Mostly mechanical change. Some more cleanup / documentation coming up
next.