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build 170911. right mouse view panning during mouse picking in external view, signal distance calculation fix, AI car braking improvements, cab camera position retains position between view swaps, physics calculations mode switch, consist brake status report in whois event
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23
World.cpp
23
World.cpp
@@ -772,12 +772,14 @@ void TWorld::OnMouseMove(double x, double y)
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void TWorld::InOutKey( bool const Near )
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{ // przełączenie widoku z kabiny na zewnętrzny i odwrotnie
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FreeFlyModeFlag = !FreeFlyModeFlag; // zmiana widoku
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if (FreeFlyModeFlag)
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{ // jeżeli poza kabiną, przestawiamy w jej okolicę - OK
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if (FreeFlyModeFlag) {
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// jeżeli poza kabiną, przestawiamy w jej okolicę - OK
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Global::pUserDynamic = NULL; // bez renderowania względem kamery
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if (Train)
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{ // Train->Dynamic()->ABuSetModelShake(vector3(0,0,0));
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Train->Silence(); // wyłączenie dźwięków kabiny
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if (Train) {
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// cache current cab position so there's no need to set it all over again after each out-in switch
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Train->pMechSittingPosition = Train->pMechOffset;
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// wyłączenie dźwięków kabiny
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Train->Silence();
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Train->Dynamic()->bDisplayCab = false;
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DistantView( Near );
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}
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@@ -983,8 +985,15 @@ bool TWorld::Update()
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// this means at count > 20 simulation and render are going to desync. is that right?
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// NOTE: experimentally changing this to prevent the desync.
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// TODO: test what happens if we hit more than 20 * 0.01 sec slices, i.e. less than 5 fps
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for( int updateidx = 0; updateidx < updatecount; ++updateidx ) {
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Ground.Update( dt / updatecount, 1 ); // tu zrobić tylko coklatkową aktualizację przesunięć
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if( true == Global::FullPhysics ) {
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// default calculation mode, each step calculated separately
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for( int updateidx = 0; updateidx < updatecount; ++updateidx ) {
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Ground.Update( dt / updatecount, 1 );
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}
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}
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else {
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// slightly simplified calculation mode; can lead to errors
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Ground.Update( dt / updatecount, updatecount );
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}
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// yB dodał przyspieszacz fizyki
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