- turn four #include paths from the "foo" form to <foo>
The quotes form is normally only used for headers with path relative
to the including file's path, though the standard doesn't strictly
mandate this. This is consistent with the rest of sg, it makes the
code's intent clearer and helps to find headers. (And it's a few
milliseconds faster, too.)
element to the io.stat() array, which has been sitting around on my
box for a while and doesn't seem to have broken anything." -- Andy
(forward port from nasal/cvs)
"tim recently noticed the database pager was repeatedly loading and unloading
the same objects. he also tracked down the problem to missing bounding sphere
information in osgDB::PagedLOD. this is a simplicistic approach to fix this:
SGPagedLOD will now remember whatever value it sees for getBound() after
loading a child. this patch will make database pager run much calmer."
this is a small (-1/+3) patch to fix pick animations on scenery objects.
since picking apparently doesn't care for polygon offsets, the objects
got into the picklist in the wrong way. now, no matter if the "highlight
group" or the "normal group" gets hit first, the callback will fire.
- make one-shot sounds subject to volume and pitch control (To get
constant volume/pitch during the whole lifetime, just *configure*
the sound that way.)
mf: this patch is meant to be removed as soon as OpenAL got fixed. (The
OpenAL developers acknowleged the bug and announced that it'll get
fixed.) For removal try
$ cd simgear/sound
$ cvs diff -rAFTER_OPENAL_DOPPLER_WORKAROUND -rBEFORE_OPENAL_DOPPLER_WORKAROUND|patch
shouldn't be affected -- marker beep, ATIS messages, etc.)
mf: this is the first part of the original patch. It is supposed to contain
fixes that are not caused by OpenAL bugs, and thus aren't meant to be
reverted later. The second part will contain a temprary workaround for
OpenAL bugs. Unfortunately, I had to do the split myself as the contributor
refused to do it.
containing slashes, colons and all sorts of evil characters. In Nasal
this could be done via props.globals.getChild("1!@#$//[]{}", 0, 1).setValue(0);
The cause is that getChild() hands the given name directly over to an
alternative SGPropertyNode ("convenience") constructor which sets the
name without any checks.
- unify exception messages: first character is lower case
that interdependencies between sg libs are generally unwelcome, but
sg_exception is a rather basic part, and it's already used by xml, props,
scene, sound and, of course, structure. Since props and xml are core
libs, we can assume that sg_exceptions are available. (OK'ed by Curt)
a much more important feature than they were two years or something ago, and
it's helpful for debugging and exploration to get this important node property
shown in property tree dumps or in the property browser (verbose mode).
in with readProperties() would not look the same, because element indices
of '0' were even dropped when a node has a "secret" value *and* children
- introduce "omit-node" modifier attribute for the "include" attribute.
This inserts the given file in place of the including node, while the
node is dropped. This is desirable for multiple includes (which can't
be done by multiply using the "include" attribute, as this isn't valid
XML spec syntax)
- fix bug that messed up leg distances after inserting and deleting waypoints
not at the end of the route
- move add_waypoint() and delete_waypoint from hxx to cxx
- beef up routetest
that had been told that this node is linking to them
mf: remove old erase-by-key methods; they are now unused and always were
problematic, so they won't be used in the future either
- remove bad code from hash_table::bucket::erase(const char *) that was
introduced with the last patch. (This function isn't used anywhere and
is scheduled for removal. Leaving it in for now as a reference.)
- remove leaves first in remove_from_path_caches()
- cosmetics: indentation, one trailing space, variable name change, comment
(Sorrry for mixing that with actual code, but I think it's easy to see.)
"""
- make every node maintain list of properties that link to it
- add functions to erase node by address from hash bucket/entry in their
path caches, so that all references can be removed
- if a node is removed, it (and all children, grandchildren, ...) calls
all linked properties to remove them from their path-cache
This fixes problems with the aerotow over multiplayer and maybe some
other problems, where nodes are queried by name.
"""
<model>
<path>some/model.xml</path>
<condition>
<property>model/switch</property>
</condition>
</model>
Of course, one could add "select" animations for all <object-name> in the
<model>, but this is tedious and can hardly be done e.g. for all
objects in all instruments in $FG_ROOT/Aircraft/Instruments-3d/ etc.
The feature will be used in the bo105, so that civilian variants can
have a HSI instrument, where military variants have a TACAN etc.
- // the current item each time. Is
- // that OK?
No, it is not OK. This messes up the vector and confuses the iterator.
And it leads to crashes. Better read the vector in reverse order.
("In member function 'T SGPersonalityParameter<T>::shuffle()':
28: error: there are no arguments to 'sg_random' that depend on a template
parameter, so a declaration of 'sg_random' must be available")
specify the same texture in the "foo.lighted" and "foo.unlighted" material
entry. This also allows to drop the state cloning and thereby solves the
most urgent apt_signs.cxx TODO. :-)
states from material.xml (separate <material> entries for now)
- clone state less often: not once per sign element, but once per material
switch (TODO: clone only once per material)
got plib's lowres red-white chequer-board pattern along with an error
message, and not ours ... which is much prettier, but also bigger.
(Should we downscale it?)
- add commands @size, @material, @light
- make "BlackSign" texture default
- make @B, @R, @L, @Y open close their frames automatically (this can be
avoided by setting the @material manually)
- add number variants for those 4 sign commands: @Y2, @B5, etc (according
to the spec; defaulting to the respective biggest panel size, i.e. @B = @B3)
(detailed description will be added to $FG_ROOT/Docs/)
but contain <glyph> entries with <name>, <left> and <right>. The latter two
describe where in the texture a letter or symbol begins and where it ends.
(range 0-1). <xscale> defines a horizontal scaling factor.