For the (still disabled) cases of merging short roads, this helps
immensely. It doesn't affect most other maps visibly. Makes a few
already broken things in Krakow and London slightly worse, but don't
care, because they didn't look sane before either.
data/ directory, because they're statically bundled; they're not
actually read from the filesystem. #253
Two SVGs get duplicated between widgetry and abst assets -- dont_walk
and arrow_drop_down.
for all the custom extra import data. #326
Verified there are no changes when importing the affected cities (except
for renaming the original OSM input file for Leeds to match the
geofabrik source)
Woops, and fix updater uploading with the compressed_size_bytes change.
- Tune colors in the experiment
- Regenerate maps again -- I forgot that the parcel data gets joined in
a later importer step.
- Add some of the new maps as levels
degrees to 30 degrees. It works around the issue in #428, but it doesn't
solve the root cause there, so the unit test is also adjusted to provide
a way to solve the harder problem.
Regenerated all maps accordingly. Many traffic signals tended to
improve, with a straight turn marked protected, instead of permitted as
a "right turn."
saves lots of callers from cloning the request and separately plumbing
around the requested start/end distance. Also a step towards exposing
more granular distance crossed in a path for #392.
Still a few more places to simplify, but will do in a separate, smaller
change.
processing code in widgetry doesn't handle paths nested under groups
with transforms. To workaround, preprocess the SVGs:
1) Open in Inkscape
2) Click the problematic group
3) Menu "Path > Object to path"
4) Menu "Extensions > Modify path > Apply transform"
And scale down the two bike sprites
space on maps with "private area around houses".
And a few tweaks to the KML viewer to make it more useful:
- optionally save the clipped file
- click an object to view all attributes in a scrollable popup
The schedule validation changes slightly. No-op trips between the same
origin/destination are now an error and get filtered out.
huge_seattle scenario goes from 129MB to 110MB with the redundant
endpoints removed.
TripEndpoints from TripLegs. #258
NOW regenerate scenarios. I'm confident this sweeping refactor didn't
break behavior, because prebaked data didn't budge. huge_seattle
scenario went from 147MB to 129MB. Not bad!
in favor of Option<TripEndpoint>. The bike/car contention tutorial stage
has to be tweaked manually, since there's no longer a nice way to spawn
vehicles at a non-border intersection and force them to use a certain
DirectedRoad. #258
remote trip goes between two locations off-map, specified just by a GPS
coordinate. The trips aren't simulated at all. They were originally
added to support Orestis's pandemic model, to handle transmission
off-map in shared buildings. This work has died off, there are no other
anticipated use cases for remote trips, and they complicate bigger
refactorings. #258
This also has the nice side effect of substantially reducing scenario
size -- huge_seattle from 177MB to 147MB. That unused metadata was
expensive!
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.
Uploading files individually to Dropbox is flaky, and the unique URL per
file complicates data/MANIFEST.
While we're at it, start carving aside a directory structure for keeping
data for the last few releases.
[rebuild] to make sure github actions can download everything
intersection polygon in Krakow that has really bad geometry, and this
improves it. The extra check absolutely shouldn't be necessary, but of
course, all the core line intersection code is quite suspect! #161
Also gets rid of some annoying warnings about roads with missing names.
I could continue to skip the warning for more situations, but I think
this sort of data quality check could be done better in the OSM viewer.
showed this is faster than downloading the uncompressed files, but of
course it probably depends on network speed vs CPU. #326
Also cut over the updater to use gzipped files using flate, instead of
single-file .zip's. [rebuild]
imported, because they referenced way IDs from before the service road
import. That happened after a bad Cargo.lock merge undid the effects of
pinning to the latest seattle_traffic_signals.
only allow the leftmost source lane to turn to any destination lane. As
a future improvment, need to handle multiple explicitly tagged left turn
lanes, but this gets closer to reality, particularly helping some crazy
maneuvers along Mercer in downtown.
*or right
Also had to update lanes along Madison and fiddle a bit to keep
lakeslice running. Spotted some major traffic signal bottlenecks due to
stage generation falling back, will iterate on that separately.
raw string" stuff from the previous commit.
Add tests of a few interesting intersections. The results right now
aren't ideal, but this sets things up for fast iteraton.
lanes all lead to a single lane via left/right turn, and just keep the
left/rightmost lane.
Sanity checked at Rainier / S Massachusetts, and 23rd / S Massachusetts.
- Temporarily workaround snap_cycleways crash in Xi'an
- Fix interpretation of blank turn restrictions. https://www.openstreetmap.org/way/739621435 was missing a right turn, which was causing vehicles to do this crazy loop to go from Madison EB to Lake Wash SB.
- Ignore turn restrictions when they don't match the number of lanes. https://www.openstreetmap.org/way/428090702 and similar need some updating.
Regenerate all data, but give up on lakeslice running fully. Going to
sacrifice that one for a bit to get new roads imported.
We were drawing "pop-up" style buttons in several places, using
copy/pasted logic - which was simple enough when using a unicode glyph.
But we want to use a different glyph which isn't in our font. Further,
using an svg like this gives us finer grained control around the layout
around the button "handle" than we could get with just space characters.
clipping boundary. I don't remember why the more complicated thing came
about. This fixes a weird incoming border in SLU into an unreachable
intersection (which is more accurate) and doesn't seem to cause any
problems to normal or oneshot maps, with or without explicit clips.