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.
- Cut off the one-way markings before the end of the road, to stop stomping over turn markings
- Draw turn arrows to every road, not each lane
- Only draw turn arrows when a lane is restricted from going to some
outbound lane. At most intersections, all turns are legal, so don't draw
anything.
[rebuild]
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.
the API (#245), and beef up the Python example.
Impact to prebaked file size is tiny -- for lakeslice, the original
intersection_thruput is 2MB and the new traffic_signal_thruput is 435KB.
[rebuild]
new trips, then seeing the impact they'll have on the normal weekday
scenario. So how much externality would be caused by a bunch of new
trips if some building is built?
Demo showing the whole flow: https://youtu.be/adpED0KGQ7Q. Why do those
few trips at the beginning impact some later trips so much? Who knows.
Likely parking spots get gobbled up.
a zone per hour. This is part of support for some kind of congestion
charging experiments. This step just rearranges the data to define the
cap and makes a UI to edit it. Not enforcing the cap yet.
- Need to draw a background underneath the curved text
- Sometimes the text is "upside-down" relative to what's expected; we
should be able to reverse the polyline sometimes to deal with that. But
when?
"compressing" empty space between intersections. The result is a little
unexpected sometimes, but it's an improvement over the previous thing.
@michaelkirk suggested a variation in Slack that I'll try soon.
- wire up the flag to skip building contraction hierarchies in one-shot
importer. 406s to import london without, 230s by skipping CH
- lazily render zoomed parking lot details. 72s and laggy X11 mouse
before, 42s and no GPU melting after
- add my script for stress-testing the importer
trips as a Scenario to later re-run. This is useful for quickly defining
"test cases" for development, and it's a start to a UI for letting
players specify (and eventually share) traffic patterns they define.
combining primitive transitions into sequences.
Brief context on the state/transition system: The game crate is
organized as a stack of states, with the topmost one being active.
Transitions manipulate this stack. For example, the stack might look
like: [main menu, sandbox mode, edit mode, traffic signal editor, signal
picker]