* Create new lane types to express different types of buffers for protected bike lanes. They're only created manually right now, to explore rendering.
* Update planter rendering
* Update planter - simplify
* fmt after merge
* Fixing up existing rendering
* Add curb buffer
* Adjust stripes
Co-authored-by: Robin Lovelace <rob00x@gmail.com>
data.' This makes it slightly less jarring to click on a specific trip
in a table or matrix, then return to the dashboard. Future work will
also remember filters/pagination of individual tables, maybe! (Since the
dashboards change over time, this might be weird.)
This also required adding a proper way to pick the dashboard from two of
the full-screen map dashboards. Otherwise, somebody would pick them and
get stuck!
- Add optional clickable labels to DrawWithTooltips
- Wire up problem_matrix to remember the list of trips associated with
each cell
- When clicking a cell, just open one arbitrary example trip
Previously, this was done through an incredibly complicated dance of
loading the map file again when needed. This was slow (especially on
web!), made the InfoPanel API have a bizarre edge case, and even had
some way of crashing if you open a trip panel in some situation.
Rip all that nonsense out. The unedited map can just be cloned before
applying the first edit.
It maintains a JSON file of ways to merge that the importer also uses.
For maps fast to import, this is the nicest workflow. Unlike map_editor,
turns and trimmed roads can also be checked.
- initialization order
- reusing node ordering and applying edits
Importing, editing the map, and the basic scenario seem OK! --skip_ch
breaks, because of the lack of serialization
lane that they're stuck behind them. Only record a risk exposure event
the first time, but let passing happen anywhere. #382
Also add scenario name to PrebakeSummary, to disambiguate the Poundbury
results.
fixes a very dramatic problem in the Green Lake map.
Regenerating everything...
Also added total trip time to the prebaked summary, to get a quick sense
if a change net helps or hurts and have a record in version control.
- handle when the equiv_pos of a driveway gets too close to the edge of
another lane
- make the updater workflow handle files from S3 that're a bit older
- remove pathfinding_avoiding_roads
- strip out old vehicle capping from map edit JSON, then fix up
proposals
- delete old capping API example
- temporarily give up on phinney; it starts gridlocking
- add broadmoor proposal link in-game
This collaboration is abandoned, the code slows down refactoring, and
if we started this idea again today, it'd be better to do it from
scratch anyway.
Regenerating everything.
we need to adjust the start position to account for the vehicle's
length.
Also add a very convenient debug tool to understand positions along
lanes.
This probably breaks static blockages; I'll check into that next.
- 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.
- Allow blocking the box around two complex intersections in Green Lake.
This makes the vehicle behavior much more realistic there, by visual
inspection.
- Amp up offstreet parking to 10 per building. I noticed the simulation
completes easily with --infinite_parking. This is an approximation of
that. We make really bad guesses about carpooling and the amount of
parking available around here, so effectively just remove it from
consideration for now.
Verified working on native. It should also be fine on web -- loading the
unedited map has to be a whole separate state because of web IO in the
first place.
- 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
- Stop importing rail in Tempe. Not simulating anything on it yet, and it complicates gridlock. #672
- Update the GMNS timing.csv import based on slight format change. #626
running out on my current machine. Fixes#671.
Finally regenerate screenshots for the first time in ages... just
blindly accepting everything, because the slightly different screen size
means everything was slightly shifted down.
- "x/y similar segments" to relate to explanatory text about lane
configurations below
- "edit multiple" -> "apply to multiple", since you have to change the
road first
- start with all candidates selected
independently picking the best match for "from" and "to", it considers
all vehicle movements, and minimizes "turn_type_cost * (from_cost +
to_cost)", using a hint about turn type to correct for geometry
mismatches at consolidated intersections. #626
Gets better results in Tempe at University and Mill, at least.
toggle how many CPUs to thrash. We always use all of them, except for
one case, where a separately named method is more clear. Also make that
variation use all but 1 CPU, instead of just half.
times in the past, I've also tried doing this for other roads, but wound
up reverting for reasons only git remembers. But it seems like an
obvious win for bike paths; especially around Seattle, the ways are
split because of all of this raised curb data we're ignoring anyway.
Tested manually around Montlake.
Finally regenerating all data... Only Phinney breaks. One for tomorrow.
There are some caveats with the implementation commented inside.
Verified manually in Montlake -- down to just 122 cancelled turns!
Still not regenerating...