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feat(track): 3D sleepers and switch timbers, blade heel and throw from templates, one rail carving pass
- sleepers3d / sleepers3dplain / sleepers3dbed in eu07.ini: timbers put together from the begin, main and end parts of a model and stretched to their length, plain sleepers of their own model; tracks whose plain sleepers would touch are laid as one cluster, lines of timbers led by priority and turned to the bisectors of frogs and crossings at a limited rate, whole timbers under crossings, split ones between tracks with room to part them, gaps filled per rail and overlaps shortened or dropped; clusters worked out in a background thread while driving, on demand in the editor - the ballast can be left out under the beams (sleepers3dbed no) - blades get their heel and throw from the switch template or blades <heel> <throw> in the scenery; blades of double switches run on into the track linking them to the next switch - rail cutting at frogs, wing rails, movable noses and switch crossings done by one carving pass (RailCarve) - tint of the rail treads applied to the colour only, without the matte band at the frog - a switch trailed through with a movable nose set the other way derails the vehicle - self-tests: sleepercheck, sharedzones, beamsnear, throw, sleepersbg
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@@ -1346,6 +1346,8 @@ void TMoverParameters::Derail(DerailReason const Reason)
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ErrorLog("Bad dynamic: " + Name + " derailed due to wrong track type"); // błąd w scenerii
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else if (Reason == COLLISION)
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WriteLog("Bad driving: " + Name + " derailed"); // This reason also generates its own message in `TMoverParameters::CollisionDetect()`
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else if (Reason == TRAILED_SWITCH)
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ErrorLog("Bad driving: " + Name + " derailed trailing through a switch with a movable nose set the other way");
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}
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}
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