This was happening when trying to draw pedestrians sometimes.
Regenerate everything. Some maps/scenarios affected, but in tiny
imperceptible ways. No screenshot diff.
before/after. Road width is based on the baseline count, color is based
on the relative difference.
Lots of work needed, but this is probably a good way forward
I have another branch that handles roads without sidewalks on one side
-- it helps in some cases, but regresses in others, so not merging it
yet. But taking a smaller step and bringing in some stricter common
endpoint logic from there.
Bringing in some useful intermediate changes
1 lane (usually a cycleway or footway). This correctly produces a few
more blocks in some maps -- as the goldenfile diff (and manual
verificaton) shows!
Also allow jumping from LTN browse to debug mode, to conveniently work
on blockfinding problems.
* reorder tabs: plan trip before adding lanes
This order of tasks should be more logical for most people.
* Copy tweaks
"trip" is better than "route" since you don't pick the route, only the
start/end points. The route is inferred based on the available roads.
* Smaller elevation plot
it was much wider than any other UI element, meaning the column
dramatically jumps sizes when switching to this tab.
* better align line-plot x-axis
* Avoid jittering UI while switching through tabs.
* fixup! Avoid jittering UI while switching through tabs.
* fixup! Copy tweaks
* fixup! reorder tabs: plan trip before adding lanes
* fixup! Copy tweaks
- choosing some building colors
- proper unzoomed road/intersection outlines
- adjusting curb color based on road rank (for arterials, it was the
same grey!)
- 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out of date, will have to fix separately.
containing some points. Happens at i524 in Arboretum and in the West
Seattle proposal.
I don't understand yet why this is possible in the first place, but
crashing is pretty bad in the meantime.
- 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...