mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-12-21 05:11:42 +03:00
444 lines
19 KiB
Markdown
444 lines
19 KiB
Markdown
# CHANGELOG
|
|
|
|
Every time I upload a new [binary
|
|
release](https://github.com/dabreegster/abstreet/releases), 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
|