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423 lines
18 KiB
Markdown
423 lines
18 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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0.1.19
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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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0.1.20
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- moved some UI functionality around, pulling graphs into info panel
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- interactive legend for the minimap, toggle visibility of different agents
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- nicer colors and shapes for cars
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- misc simulation bugfixes that might help huge_seattle
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- pedestrians choose to use transit more realistically, factoring in time for the bus to drive
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0.1.21
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- switch some analytics dashboards to use buttons, not old non-scrolling menus
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- scrollbars... at least a start
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- preview traffic signal changes from live sim as the base
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- traffic signal preview has normal time/speed controls
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- traffic signal editor has undo support
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- minimap has buttons to pan
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0.1.22
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- minimap zoom controls
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- traffic signal rendering overhaul
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- heatmap colors improved, heatmap appears on minimap
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- bus info panel, a start to live delay analytics
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0.1.23
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- UI revamps: speed panel, minimap controls, heatmap chooser
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- bus timeline
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- hide internal IDs normally
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- limit map zoom
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- fix bugs with crosswalks conflicting with vehicle turns
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0.1.24
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- overhaul traffic signal editor UI, and add redo support
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- update main edit mode UI, and add redo support
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- limit max unzoom
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- fix the infamous HiDPI bug once and for all; minimaps should work everywhere
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- almost bug-free support for floating, horizontally and vertically scrolling panels
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- overhaul top-center panel, rename scenarios to be less confusing
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- expose bus analytics outside of challenge mode
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- live info panel can exist during a running simulation
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- consolidated agent route/trip information into info panel
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0.1.25
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- overhauled the tutorial
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- tuned top-center panel for sandbox and challenge modes
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- make bike and bus lanes more obvious
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- show map edits as an overlay anywhere
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- tune info panel contents, and show relationships between parked cars and buildings
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- fixes to traffic signal editor, like making all-walk conversion idempotent
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- nicer throughput and delay plots (sliding windows, grid lines)
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0.1.26
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- tutorial improved in a few places
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- map data: thinner sidewalks, associate buildings with named amenities
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- traffic model: vehicles can spawn on all lanes from a border
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- much better gameplay speed (previously was too fast)
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- UI tuning: lane editor, minimap, signal editor, heatmap legends don't overwrite minimap
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- traffic signal challenge communicates score more clearly
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0.1.27
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- edit mode revamped: click to edit stuff. no more lane paintbrushes. autosaving and save as.
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- tutorial: can quit and resume tutorial now
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- challenge picking flow simplified
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- UI: layouting fixes to full-screen / into stuff, popup menus go beneath buttons, plots improved
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- internal change to render all text using vector graphics. other than a few text layouting issues, shouldn't be noticeable, except now tooltips in plots don't get covered up
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- misc perf improvements (cache SVGs, drawing many circles for unzoomed agents, dont reload prebaked data)
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- upgraded winit, glutin, glium -- hopefully no new bugs introduced on any platforms
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0.1.27a
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- patch to fix a crash with empty text dimensions on things like building info panels
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0.1.28
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- all info panels revamped
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- some tutorial stages are much more clear, with an updating goal
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- traffic signal scorecard generalized to work for some tutorial too
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- adjust how selected agents look
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- X button on popup menus
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0.1.29
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- new tool to convert between stop signs and traffic signals
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- lane editor easier to edit multiple lanes
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- info panels: IDs, mostly avoid horizontal scrolling, better info about trips to/from somewhere, move buttons up
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- traffic signal editor UI overhaul
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- different data in top-right agent meters panel
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- tooltips to communicate keybindings better
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- new jump-to-time panel, showing when rush hours occur
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- speed controls use more useful speeds
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- include ongoing trips in measured trip times
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- jump to next challenge after completing one
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- lots of tutorial tweaks
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0.1.30
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- show additional info about traffic patterns and buggy maps
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- revamp tutorial UI to group tasks and messages better
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- handle different mode transitions when info panel open on an agent
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- select entire roads in unzoomed edit mode
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- show total time an agent has spent moving / blocked
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- use 2-phase traffic signals by default, making the 23rd map successfully complete!
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- jump-to-time now optionally points out traffic jams forming
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- challenge splash screen improved
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0.1.31
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- overhauled trip timeline in agent info panels
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- overhauled traffic signal details panel and the per-lane turn explorer
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- settings page: show all options at once. add way to scale up text/UI elements for high-DPI displays, and an alternate pan/zoom control scheme
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- traffic signal edits can now be exported and used in any slice of Seattle. will be using this to hand-map many of them.
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- many small tutorial fixes
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0.1.32
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- some UI work on giving focus to textboxes, improving dropdown menus
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- road/intersection plots display baseline sim data too
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- start associating people with multiple trips, exposing this a little in the UI
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- bring back elevation data, introduce a new overlay. the elevation data is still really bad.
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0.1.33
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- new "population" overlay, showing people (not just current trips). heatmap and dot map to visualize.
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- improved the "delay" overlay to handle roads and intersections
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- removed the confusing and useless alternate color schemes for agents
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- initial left-hand driving side, tested in Perth, also drawing more arrows for all one-way roads
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- loads of internal GUI code refactorings, preparing for a standalone release of the library
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- fixed z-buffering and alpha values for web backend
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0.1.34
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- info panels have been totally overhauled again. multiple tabs, way more clear representation of agents, trips, and people.
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- draw people inside of a building
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- applied consistent typography everywhere
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- lots of internal refactoring
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0.1.35
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- more info panel work, particularly for trips and buses. change plot settings live.
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- prototype of a SEIR pandemic model based on time spent in shared spaces, by orestis
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- slight heatmap improvements, more coming
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- more typography changes
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- mouse cursor now changes for buttons and dragging!
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- overhaul minimap controls, make layers behavior zoomed in a little better
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- new speed panel and jump-to-time modal
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0.1.36
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- overhauled simulation data page, with a table to find slow trips and some initial summary visualizations
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- plots can change windowing and show/hide series
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- layers: fade map to contrast more, better scales/legends
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- show relative trip times in info panels
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- tools to rewind/ffw to watch particular trips
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- refocusing efforts on challenge modes; level 1 of a new one is pretty much ready
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- some simulation fixes around parking and a corner case of cars temporarily forming a cycle
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- orestis improved the population/pandemic heatmaps
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0.1.37
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- optimize commute challenge: high score, live sentiment, second stage
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- parked cars are owned by people, not buildings
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- info panel improvements for trips
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- bike layer suggests places where bike lanes could be helpful
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- many improvements to scatter plot
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- a new histogram-ish thing for understanding faster/slower trips
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- handling scenarios longer than 24 hours better (for pandemic model)
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- prototype of commute visualization, grouping buildings by blocks
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- sim bugfixes: crosswalk / vehicle turn conflicts, start bikes in bike lanes from borders
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0.1.38
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- major internal changes to ensure people's schedules don't have impossible gaps, to associate fixed bikes/cars to a eprson, handle delayed starts to trips
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- parking changes: show path to closest free spot, utilization of a lane over time, every building includes at least 1 offstreet spot by default
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- progress on removing unrealistic gridlock: detect turn conflict cycles and temporarily allow conflicts, trim last steps of a laggy head
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- internal sim alert system. speeds up debugging, could be used for player-facing "traffic jam!" alerts
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0.1.39
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- switched to proper OSM-based maps; no more brittle, manual geometry fixes
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- more sorting and filtering options in trip table and parking overhead tables
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- improve offstreet parking rendering. park closer to destination buildings
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- easier process for importing new cities. introducing Los Angeles, Austin, Barranquilla.
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- new data updater tool so people can opt-in to new cities
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- many internal fixes to prevent gridlock. smarter cycle detection, manual OSM fixes and traffic signal timings
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0.1.40
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- differential throughput layer to understand routing diversions
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- map edits now reference longer-lasting OSM IDs, can work cross-map
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- basemap updates: new areas for west seattle, mt baker, lots of upstreamed fixes in OSM and traffic signals, smarter border matching
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- parking: optionally filter on/off-street spots in the layer, allow disconnecting spots via edits
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- render some tunnels with lower opacity
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- new feature to change speed limits and bulk road selection tools
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- first write-up of a real use case (closing lake wash through arboretum)
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- make the traffic signal challenge act like a game, with a failure/win state and scoring
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0.1.40a
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- added a mode to map parking
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