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feat(scenery): models laid along curves (sweep nodes), bent to follow the paths or repeated along them, loaded and saved with the scenery; trainsets put on a path while the simulation runs; trainset turned around by reversed after its header: the first vehicle stays at the offset and leads towards point 1, the rest stands behind it; launcher keeps reversed trainsets and can turn one around; memory cells saved with the new name of the path they name; events tell their targets and the events of a multiple event; renderer tells whether the cursor is over a surface; vehicle placed in the editor entered when the driving goes on
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@@ -255,6 +255,19 @@ bool driver_mode::update()
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// variable step simulation time routines
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if (false == Global.editor_enter_vehicle.empty())
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{
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auto const name{std::move(Global.editor_enter_vehicle)};
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Global.editor_enter_vehicle.clear();
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if (auto *dynamic{simulation::Vehicles.find(name)})
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{
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if (false == FreeFlyModeFlag)
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InOutKey();
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m_relay.post(user_command::entervehicle, 0.0, simulation::Train ? simulation::Train->id() : 0, GLFW_PRESS, 0, dynamic->GetPosition(), &dynamic->name());
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change_train = dynamic->name();
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}
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}
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if (!change_train.empty())
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{
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TTrain *train = simulation::Trains.find(change_train);
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