mirror of
https://github.com/a-b-street/abstreet.git
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218 lines
9.4 KiB
Markdown
218 lines
9.4 KiB
Markdown
# CHANGELOG
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Every time I upload a new [binary
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release](https://github.com/dabreegster/abstreet/releases), I'll list major
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changes here.
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0.1.0
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- First binary release
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0.1.1
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- drawing arrows better
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- start with a splash screen, make it easy to change maps in-game
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0.1.2
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- totally revamp GUI by organizing everything into distinct gameplay modes
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0.1.3
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- new warp tool that autocompletes street names
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- hideable menus, place context menus better, remove top menu bar, add a simple OSD
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- loading screens reflect what's printed to the terminal
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- depict pedestrians and bikes with more detail
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- tool to scroll through an agent's route
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- make simulation speed controls actually work
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0.1.4
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- improve stop sign editor UI (toggle entire roads)
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- better mouseover / selection rendering
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- better traffic signal rendering (show time left, use outlines for yields)
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- make cars actually stop and briefly wait at stop signs
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- improve edit mode diff visualization (cross-hatching)
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- render actual stop signs, not just red lines
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- fix intersection policies confused by conflicting straight turns with lane-changing
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- fix mac scrolling
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- better turn indicators
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- nicer unzoomed view of roads, with different colors for big/small roads
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0.1.5
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(release file size jumped from ~15MB to ~70MB because of new PSRC trips)
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- improve UX of intersection editors
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- define a better set of maps included by default
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- improve drawing speed by batching more stuff
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- better default traffic signal policies for many cases
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- import and visualize census data
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- fix missing sidewalks on downtown one-ways
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- import and visualize PSRC trip data
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0.1.6
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- slider widget for controlling time and speed
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- fixing bad polyline geometry in most cases; visualizing routes should no longer be buggy
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- handle PSRC trips that begin or end out-of-bounds
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- draw agents in unzoomed mode in a way simpler way
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- improve edit mode: detect reverts to original, easier lane type switching
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- lots of fixes for buses: handle edits better, read sequence of stops correctly from GTFS
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- set up A/B tests faster
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0.1.7
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- bulk and revert tools in edit mode
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- improve turns and default intersection policies when bike/bus lanes involved
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- new tool to manually hint for short roads and weird intersections. some problems have now been manually fixed
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- scoreboard of trip results for sandbox and A/B test mode
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- reduce lag when sim is running at full speeds, but system is too slow
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- switch to easbar's contraction hierarchy crate, making all pathfinding INSANELY fast
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- remove weird rules about the world freezing when traffic signals are in "overtime"
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0.1.8
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- edit mode: convert to a ped scramble cycle, simplify stop sign editor by removing individual turns
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- ui: put labels next to sliders, organize modal menus into sections, add a minimize/maximize icon
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- A/B test mode: savestate, include time controls and agent following/route tools here
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- use more OSM data for turn lanes, turn restrictions from lanes, turn restrictions between entire roads
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- dont attempt to cross a traffic signal if there's absolutely no hope
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- improve bus route UI tools and make routes using transit more sane
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- user-defined shortcuts for jumping between views of a map
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0.1.9
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- sliders to pick times in wizards
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- fix hidpi scaling
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- traffic signal diagram scrolls properly
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- easier to instantiate a scenario, show all trips involving a building for a scenario
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- colorschemes to show trip duration or time blocked
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- label buses with route number
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- represent overlapping pedestrians as a labeled crowd
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- massive performance boost via real priority queue
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- prevent cars from "blocking the box"
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- prevent all? aborted trips (due to parking blackholes mostly)
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- smarter roam-around-for-parking router
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0.1.10
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- sim
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- parking in off-street garages and on-street lanes on the off-side of oneways now mostly works
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- detect and handle parking blackholes; cars should never get stuck looking for parking now
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- let lower-priority turns happen at traffic signals when higher-priority ones blocked
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- get closer to FCFS ordering at stop signs
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- basic opportunistic lane-changing
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- a bus should be seeded for every route now
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- demand data
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- show trips to/from buildings and borders
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- make PSRC trips seed and attempt to use parked cars
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- UI
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- different heatmap overlays, like parking availability and busiest areas
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- show colorscheme legends when relevant
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- interactively seed parked cars, spawn more types of trips
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- fix major A/B test mode bug (mismatched scenarios and map edits)
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- adjusting sliders, menu placement, dynamic items
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- consolidating different tools into a single info panel for objects
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- bus route explorer shows entire route, current bus location
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- map quality
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- degenerate intersections only have one crosswalk now
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- revamped the map editor for fixing geometry problems, used it in many places
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- nicer yellow center lines (dashed when appropriate)
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- handling OSM turn restriction relations properly
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- fix empty traffic signal phases
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- handling bike lanes on certain sides of the road
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- starting to upstream manually-verified parking lanes into OSM
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- new gameplay: reverse direction of lanes
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0.1.11
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- small UI fixes: fixed width traffic signal diagram, skip info phase of menus when empty
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- start drawing (but not using) shared left-turn lanes from OSM
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- fix OSM polylines with redundant points (fixing an issue in ballard)
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- improved traffic signal policies in some cases
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- started upstreaming some sidewalk tags in OSM to fix inference issues
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- fixed misclassified right turns
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- adjusting map colors
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- handling lakes/ocean polygons from OSM way better
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- reorganized sim analytics, added stuff for bus arrivals
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- adding new internal road points to map editor. almost ready to really aggressively use it
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- skipping parking lanes with no nearby sidewalks, since they're unusable
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- fix z-order of bridges/tunnels in unzoomed view
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- allow unzooming indefinitely
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- move lots of sandbox mode controls (and other modes) to menus under buttons and dedicated buttons
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- basic support for marking a lane closed for construction
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- improved geometry of sidewalks at dead-ends
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0.1.12
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- reorganize everything as different challenge modes. start implementing 3: optimizing a bus route, speeding up all trips, or causing as much gridlock as possible
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- improved bus route explorer
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- some UI fixes (popup messages in a few places, moving mouse tooltips to the OSD)
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- lots of analytics and time-series plots
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0.1.13
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- analytics: prebake baseline results properly. hover over plot series. some new modes to see bus network, throughput of a road/intersection over time
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- log scale for the speed slider
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- add a bulk spawner in freeform mode (F2 on a lane)
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- rendering: nicer routes, crosswalks, zoomed car colors
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- map data: better stop sign and sidewalk heuristics
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- fixed the mac hidpi text rendering issue once and for all?!
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0.1.14
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- better crosswalk generation when there's only a sidewalk on one side of a road
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- edit mode UI revamp: paintbrush-style buttons to apply changes to lanes
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- show error messages and prevent edits, like disconnecting sidewalks
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- properly ban bikes from highways (revamped rules for vehicles using a lane)
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- new freeform mode tool to spawn bikes
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- WIP (not working yet): make bikes prefer bike lanes. some debug heatmaps for path cost
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- edit mode has proper undo support
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0.1.15
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- minor bugfixes with reverting lane types, preserving stop signs
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- incorporate edits into the challenge splash screen, make sure edits are reset when appropriate
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- starting a new challenge mode, just focused on traffic signals
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- can't leave traffic signal editor with missing turns
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- render pedestrian crowds on building front paths
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- traffic signals support an offset parameter
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- traffic signal visualization and editing revamped to group related turns together
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- can preview traffic using a signal from the editor
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- actually apply priority at intersections, so protected turns get first dibs over yield turns
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0.1.16
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- fix Mac crashing with texture limit bug by switching to texture arrays
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- fix crashing simulation when a border intersection was used
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- started to implement a new UI design for starting the game
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0.1.17
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- more work on the pre-game UI, with some flexbox layouting
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- prototype a minimap in sandbox mode. doesn't pan or scroll yet.
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- prototype a new speed/time control panel from the mockup
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- nicer time warp loading screen
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- record and show detailed trip timeline, including time to park
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0.1.18
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- map data: infer more building addresses
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- some analytics on how long people spend parking and intersection delay over time
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- create an options panel, allowing runtime customization of color scheme, traffic signal rendering, etc
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- internal changes to map building pipeline to make it much easier for new devs to onboard
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- organizing challenges into sub-stages, starting to flesh out specifics for the fix traffic signal track
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- much more realistic pedestrian pathfinding
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- fix minimap on mac (dpi issues)
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- visual tweaks to cars to make front/back easier to distinguish
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- internal change to switch most assets from PNG to SVG
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v0.1.19
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- some challenge modes show a histogram for counting faster/slower trips
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- new visualization of current demand per direction at a traffic signal
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- implementing some of Yuwen's UI changes: agent counter, split time/speed panel, moved functionality out of the old drop-down menus into a bottom-left tool panel, hiding debug functionality
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- replaced right-click context menus with left click to open info panels
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- fixed random issues reported by people from HN
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