abstreet/docs/CHANGELOG.md

19 KiB

CHANGELOG

Every time I upload a new binary release, I'll list major changes here.

0.1.0

  • First binary release

0.1.1

  • drawing arrows better
  • start with a splash screen, make it easy to change maps in-game

0.1.2

  • totally revamp GUI by organizing everything into distinct gameplay modes

0.1.3

  • new warp tool that autocompletes street names
  • hideable menus, place context menus better, remove top menu bar, add a simple OSD
  • loading screens reflect what's printed to the terminal
  • depict pedestrians and bikes with more detail
  • tool to scroll through an agent's route
  • make simulation speed controls actually work

0.1.4

  • improve stop sign editor UI (toggle entire roads)
  • better mouseover / selection rendering
  • better traffic signal rendering (show time left, use outlines for yields)
  • make cars actually stop and briefly wait at stop signs
  • improve edit mode diff visualization (cross-hatching)
  • render actual stop signs, not just red lines
  • fix intersection policies confused by conflicting straight turns with lane-changing
  • fix mac scrolling
  • better turn indicators
  • nicer unzoomed view of roads, with different colors for big/small roads

0.1.5

(release file size jumped from ~15MB to ~70MB because of new PSRC trips)

  • improve UX of intersection editors
  • define a better set of maps included by default
  • improve drawing speed by batching more stuff
  • better default traffic signal policies for many cases
  • import and visualize census data
  • fix missing sidewalks on downtown one-ways
  • import and visualize PSRC trip data

0.1.6

  • slider widget for controlling time and speed
  • fixing bad polyline geometry in most cases; visualizing routes should no longer be buggy
  • handle PSRC trips that begin or end out-of-bounds
  • draw agents in unzoomed mode in a way simpler way
  • improve edit mode: detect reverts to original, easier lane type switching
  • lots of fixes for buses: handle edits better, read sequence of stops correctly from GTFS
  • set up A/B tests faster

0.1.7

  • bulk and revert tools in edit mode
  • improve turns and default intersection policies when bike/bus lanes involved
  • new tool to manually hint for short roads and weird intersections. some problems have now been manually fixed
  • scoreboard of trip results for sandbox and A/B test mode
  • reduce lag when sim is running at full speeds, but system is too slow
  • switch to easbar's contraction hierarchy crate, making all pathfinding INSANELY fast
  • remove weird rules about the world freezing when traffic signals are in "overtime"

0.1.8

  • edit mode: convert to a ped scramble cycle, simplify stop sign editor by removing individual turns
  • ui: put labels next to sliders, organize modal menus into sections, add a minimize/maximize icon
  • A/B test mode: savestate, include time controls and agent following/route tools here
  • use more OSM data for turn lanes, turn restrictions from lanes, turn restrictions between entire roads
  • dont attempt to cross a traffic signal if there's absolutely no hope
  • improve bus route UI tools and make routes using transit more sane
  • user-defined shortcuts for jumping between views of a map

0.1.9

  • sliders to pick times in wizards
  • fix hidpi scaling
  • traffic signal diagram scrolls properly
  • easier to instantiate a scenario, show all trips involving a building for a scenario
  • colorschemes to show trip duration or time blocked
  • label buses with route number
  • represent overlapping pedestrians as a labeled crowd
  • massive performance boost via real priority queue
  • prevent cars from "blocking the box"
  • prevent all? aborted trips (due to parking blackholes mostly)
  • smarter roam-around-for-parking router

0.1.10

  • sim
    • parking in off-street garages and on-street lanes on the off-side of oneways now mostly works
    • detect and handle parking blackholes; cars should never get stuck looking for parking now
    • let lower-priority turns happen at traffic signals when higher-priority ones blocked
    • get closer to FCFS ordering at stop signs
    • basic opportunistic lane-changing
    • a bus should be seeded for every route now
  • demand data
    • show trips to/from buildings and borders
    • make PSRC trips seed and attempt to use parked cars
  • UI
    • different heatmap overlays, like parking availability and busiest areas
    • show colorscheme legends when relevant
    • interactively seed parked cars, spawn more types of trips
    • fix major A/B test mode bug (mismatched scenarios and map edits)
    • adjusting sliders, menu placement, dynamic items
    • consolidating different tools into a single info panel for objects
    • bus route explorer shows entire route, current bus location
  • map quality
    • degenerate intersections only have one crosswalk now
    • revamped the map editor for fixing geometry problems, used it in many places
    • nicer yellow center lines (dashed when appropriate)
    • handling OSM turn restriction relations properly
    • fix empty traffic signal phases
    • handling bike lanes on certain sides of the road
    • starting to upstream manually-verified parking lanes into OSM
  • new gameplay: reverse direction of lanes

0.1.11

  • small UI fixes: fixed width traffic signal diagram, skip info phase of menus when empty
  • start drawing (but not using) shared left-turn lanes from OSM
  • fix OSM polylines with redundant points (fixing an issue in ballard)
  • improved traffic signal policies in some cases
  • started upstreaming some sidewalk tags in OSM to fix inference issues
  • fixed misclassified right turns
  • adjusting map colors
  • handling lakes/ocean polygons from OSM way better
  • reorganized sim analytics, added stuff for bus arrivals
  • adding new internal road points to map editor. almost ready to really aggressively use it
  • skipping parking lanes with no nearby sidewalks, since they're unusable
  • fix z-order of bridges/tunnels in unzoomed view
  • allow unzooming indefinitely
  • move lots of sandbox mode controls (and other modes) to menus under buttons and dedicated buttons
  • basic support for marking a lane closed for construction
  • improved geometry of sidewalks at dead-ends

0.1.12

  • reorganize everything as different challenge modes. start implementing 3: optimizing a bus route, speeding up all trips, or causing as much gridlock as possible
  • improved bus route explorer
  • some UI fixes (popup messages in a few places, moving mouse tooltips to the OSD)
  • lots of analytics and time-series plots

0.1.13

  • analytics: prebake baseline results properly. hover over plot series. some new modes to see bus network, throughput of a road/intersection over time
  • log scale for the speed slider
  • add a bulk spawner in freeform mode (F2 on a lane)
  • rendering: nicer routes, crosswalks, zoomed car colors
  • map data: better stop sign and sidewalk heuristics
  • fixed the mac hidpi text rendering issue once and for all?!

0.1.14

  • better crosswalk generation when there's only a sidewalk on one side of a road
  • edit mode UI revamp: paintbrush-style buttons to apply changes to lanes
  • show error messages and prevent edits, like disconnecting sidewalks
  • properly ban bikes from highways (revamped rules for vehicles using a lane)
  • new freeform mode tool to spawn bikes
  • WIP (not working yet): make bikes prefer bike lanes. some debug heatmaps for path cost
  • edit mode has proper undo support

0.1.15

  • minor bugfixes with reverting lane types, preserving stop signs
  • incorporate edits into the challenge splash screen, make sure edits are reset when appropriate
  • starting a new challenge mode, just focused on traffic signals
  • can't leave traffic signal editor with missing turns
  • render pedestrian crowds on building front paths
  • traffic signals support an offset parameter
  • traffic signal visualization and editing revamped to group related turns together
  • can preview traffic using a signal from the editor
  • actually apply priority at intersections, so protected turns get first dibs over yield turns

0.1.16

  • fix Mac crashing with texture limit bug by switching to texture arrays
  • fix crashing simulation when a border intersection was used
  • started to implement a new UI design for starting the game

0.1.17

  • more work on the pre-game UI, with some flexbox layouting
  • prototype a minimap in sandbox mode. doesn't pan or scroll yet.
  • prototype a new speed/time control panel from the mockup
  • nicer time warp loading screen
  • record and show detailed trip timeline, including time to park

0.1.18

  • map data: infer more building addresses
  • some analytics on how long people spend parking and intersection delay over time
  • create an options panel, allowing runtime customization of color scheme, traffic signal rendering, etc
  • internal changes to map building pipeline to make it much easier for new devs to onboard
  • organizing challenges into sub-stages, starting to flesh out specifics for the fix traffic signal track
  • much more realistic pedestrian pathfinding
  • fix minimap on mac (dpi issues)
  • visual tweaks to cars to make front/back easier to distinguish
  • internal change to switch most assets from PNG to SVG

0.1.19

  • some challenge modes show a histogram for counting faster/slower trips
  • new visualization of current demand per direction at a traffic signal
  • 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
  • replaced right-click context menus with left click to open info panels
  • fixed random issues reported by people from HN

0.1.20

  • moved some UI functionality around, pulling graphs into info panel
  • interactive legend for the minimap, toggle visibility of different agents
  • nicer colors and shapes for cars
  • misc simulation bugfixes that might help huge_seattle
  • pedestrians choose to use transit more realistically, factoring in time for the bus to drive

0.1.21

  • switch some analytics dashboards to use buttons, not old non-scrolling menus
  • scrollbars... at least a start
  • preview traffic signal changes from live sim as the base
  • traffic signal preview has normal time/speed controls
  • traffic signal editor has undo support
  • minimap has buttons to pan

0.1.22

  • minimap zoom controls
  • traffic signal rendering overhaul
  • heatmap colors improved, heatmap appears on minimap
  • bus info panel, a start to live delay analytics

0.1.23

  • UI revamps: speed panel, minimap controls, heatmap chooser
  • bus timeline
  • hide internal IDs normally
  • limit map zoom
  • fix bugs with crosswalks conflicting with vehicle turns

0.1.24

  • overhaul traffic signal editor UI, and add redo support
  • update main edit mode UI, and add redo support
  • limit max unzoom
  • fix the infamous HiDPI bug once and for all; minimaps should work everywhere
  • almost bug-free support for floating, horizontally and vertically scrolling panels
  • overhaul top-center panel, rename scenarios to be less confusing
  • expose bus analytics outside of challenge mode
  • live info panel can exist during a running simulation
  • consolidated agent route/trip information into info panel

0.1.25

  • overhauled the tutorial
  • tuned top-center panel for sandbox and challenge modes
  • make bike and bus lanes more obvious
  • show map edits as an overlay anywhere
  • tune info panel contents, and show relationships between parked cars and buildings
  • fixes to traffic signal editor, like making all-walk conversion idempotent
  • nicer throughput and delay plots (sliding windows, grid lines)

0.1.26

  • tutorial improved in a few places
  • map data: thinner sidewalks, associate buildings with named amenities
  • traffic model: vehicles can spawn on all lanes from a border
  • much better gameplay speed (previously was too fast)
  • UI tuning: lane editor, minimap, signal editor, heatmap legends don't overwrite minimap
  • traffic signal challenge communicates score more clearly

0.1.27

  • edit mode revamped: click to edit stuff. no more lane paintbrushes. autosaving and save as.
  • tutorial: can quit and resume tutorial now
  • challenge picking flow simplified
  • UI: layouting fixes to full-screen / into stuff, popup menus go beneath buttons, plots improved
  • 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
  • misc perf improvements (cache SVGs, drawing many circles for unzoomed agents, dont reload prebaked data)
  • upgraded winit, glutin, glium -- hopefully no new bugs introduced on any platforms

0.1.27a

  • patch to fix a crash with empty text dimensions on things like building info panels

0.1.28

  • all info panels revamped
  • some tutorial stages are much more clear, with an updating goal
  • traffic signal scorecard generalized to work for some tutorial too
  • adjust how selected agents look
  • X button on popup menus

0.1.29

  • new tool to convert between stop signs and traffic signals
  • lane editor easier to edit multiple lanes
  • info panels: IDs, mostly avoid horizontal scrolling, better info about trips to/from somewhere, move buttons up
  • traffic signal editor UI overhaul
  • different data in top-right agent meters panel
  • tooltips to communicate keybindings better
  • new jump-to-time panel, showing when rush hours occur
  • speed controls use more useful speeds
  • include ongoing trips in measured trip times
  • jump to next challenge after completing one
  • lots of tutorial tweaks

0.1.30

  • show additional info about traffic patterns and buggy maps
  • revamp tutorial UI to group tasks and messages better
  • handle different mode transitions when info panel open on an agent
  • select entire roads in unzoomed edit mode
  • show total time an agent has spent moving / blocked
  • use 2-phase traffic signals by default, making the 23rd map successfully complete!
  • jump-to-time now optionally points out traffic jams forming
  • challenge splash screen improved

0.1.31

  • overhauled trip timeline in agent info panels
  • overhauled traffic signal details panel and the per-lane turn explorer
  • 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
  • traffic signal edits can now be exported and used in any slice of Seattle. will be using this to hand-map many of them.
  • many small tutorial fixes

0.1.32

  • some UI work on giving focus to textboxes, improving dropdown menus
  • road/intersection plots display baseline sim data too
  • start associating people with multiple trips, exposing this a little in the UI
  • bring back elevation data, introduce a new overlay. the elevation data is still really bad.

0.1.33

  • new "population" overlay, showing people (not just current trips). heatmap and dot map to visualize.
  • improved the "delay" overlay to handle roads and intersections
  • removed the confusing and useless alternate color schemes for agents
  • initial left-hand driving side, tested in Perth, also drawing more arrows for all one-way roads
  • loads of internal GUI code refactorings, preparing for a standalone release of the library
  • fixed z-buffering and alpha values for web backend

0.1.34

  • info panels have been totally overhauled again. multiple tabs, way more clear representation of agents, trips, and people.
  • draw people inside of a building
  • applied consistent typography everywhere
  • lots of internal refactoring

0.1.35

  • more info panel work, particularly for trips and buses. change plot settings live.
  • prototype of a SEIR pandemic model based on time spent in shared spaces, by orestis
  • slight heatmap improvements, more coming
  • more typography changes
  • mouse cursor now changes for buttons and dragging!
  • overhaul minimap controls, make layers behavior zoomed in a little better
  • new speed panel and jump-to-time modal

0.1.36

  • overhauled simulation data page, with a table to find slow trips and some initial summary visualizations
  • plots can change windowing and show/hide series
  • layers: fade map to contrast more, better scales/legends
  • show relative trip times in info panels
  • tools to rewind/ffw to watch particular trips
  • refocusing efforts on challenge modes; level 1 of a new one is pretty much ready
  • some simulation fixes around parking and a corner case of cars temporarily forming a cycle
  • orestis improved the population/pandemic heatmaps

0.1.37

  • optimize commute challenge: high score, live sentiment, second stage
  • parked cars are owned by people, not buildings
  • info panel improvements for trips
  • bike layer suggests places where bike lanes could be helpful
  • many improvements to scatter plot
  • a new histogram-ish thing for understanding faster/slower trips
  • handling scenarios longer than 24 hours better (for pandemic model)
  • prototype of commute visualization, grouping buildings by blocks
  • sim bugfixes: crosswalk / vehicle turn conflicts, start bikes in bike lanes from borders

0.1.38

  • 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
  • parking changes: show path to closest free spot, utilization of a lane over time, every building includes at least 1 offstreet spot by default
  • progress on removing unrealistic gridlock: detect turn conflict cycles and temporarily allow conflicts, trim last steps of a laggy head
  • internal sim alert system. speeds up debugging, could be used for player-facing "traffic jam!" alerts

0.1.39

  • switched to proper OSM-based maps; no more brittle, manual geometry fixes
  • more sorting and filtering options in trip table and parking overhead tables
  • improve offstreet parking rendering. park closer to destination buildings
  • easier process for importing new cities. introducing Los Angeles, Austin, Barranquilla.
  • new data updater tool so people can opt-in to new cities
  • many internal fixes to prevent gridlock. smarter cycle detection, manual OSM fixes and traffic signal timings

0.1.40

  • differential throughput layer to understand routing diversions
  • map edits now reference longer-lasting OSM IDs, can work cross-map
  • basemap updates: new areas for west seattle, mt baker, lots of upstreamed fixes in OSM and traffic signals, smarter border matching
  • parking: optionally filter on/off-street spots in the layer, allow disconnecting spots via edits
  • render some tunnels with lower opacity
  • new feature to change speed limits and bulk road selection tools
  • first write-up of a real use case (closing lake wash through arboretum)
  • make the traffic signal challenge act like a game, with a failure/win state and scoring

0.1.40a

  • added a mode to map parking

0.1.41

  • new parking mapper tool
  • include a one-shot .osm importer in the release
  • new layer to find different types of amenities / businesses
  • adjust traffic signal rendering style
  • bulk lane editor for changing speed limits and lane types
  • including west seattle and udistrict maps
  • include some OSM buildings that were being skipped
  • dont pause after opening something from sandbox mode
  • adjust turn signals for lane-changing cars
  • lots of fixes for monitors with different DPIs, enabled by default

0.1.42

  • many misc UI bugfixes, especially for high-DPI screens
  • managing turns across multiple nearby intersections: tool to visualize, handling multi-way OSM turn restrictions, using this to ban illegal movements at the pathfinding layer, starting a traffic signal editor variant to edit these
  • rendering improvements: unzoomed agent size, visualizing routes on trip table, transparent roads beneath bridges, draw harbor island
  • overhauled street/address finder
  • parking mapper: shortcut to open bing