- Simple -- one OpenGL call and feeding to the awesome image crate
- Faster -- seemingly don't need the sleep() for whatever vsync problems
- Portable -- doesn't use the Linux scrot tool
- I can switch windows and wiggle the cursor with impunity while this runs
One disadvantage: screencaps in S3 are now slightly larger PNGs, because
for some reason, the image/gif feature is super slow, even in release
mode.
For now, this makes the process of screenshot diffing map changes
easier. But it also might help with producing raster tiles for Leaflet. #440
Also, had to regenerate lakeslice because of the previous change --
it had an old adaptive signal baked in.
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.
optimizations avoided serializing Analytics and paths of to-be-created
agents, to reduce the file size. The logic to manage all of this isn't
worth the complexity anymore, because:
1) We don't queue up a bunch of spawn commands anymore; we defer
pathfinding until the last minute anyway.
2) We're not using savestates except for occasional manual debugging.
Previously, there was an idea to quickly preview prebaked traffic
mid-day. That idea was never fleshed out.
depends on.
The goal is to be able to split things like the OSM viewer, parking
mapper, and 15 min tool into separate crates from the game, while still
sharing lots of code.
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.
set of agents to draw either from the simulation or from this
"time-traveler" plugin, which would let you rewind sim time. That plugin
is long gone, and it never worked well, because much of the UI would use
the GetDrawAgents to select something, then query the live sim for lots
of details anyway. The plugin never served all of those calls, so the
results would be kind of out-of-sync anyway.
There are some parts of the UI that need to temporarily not draw agents.
Use the same suspended_sim trick that edit mode does.
- 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.
not split by direction. Update many callers, and lock down the
visibility of the old methods.
Tested a few maps manually to make sure there's no behavioral diff. Only
problem right now is the z-order of adjacent lanes covering up half of
the white stripe sometimes. Have some ideas to fix that later, and not
_super_ important in the meantime.
data is regenerated. (Ideally screenshots would also be automated, but
that's a little trickier.)
_NOW_ regenerate all data! The only diff anywhere is the binary map
format, so there's confidence the last few commits haven't changed
anything.