With the cursor out of the window ImGui has no place for it, and the ray
under it came out as NaN: the zoom put the camera there for good and the
next look at the ground under the cursor aborted. The wheel is left
alone then, and the ground isn't asked for a point which isn't one. The
self-test gets leave, the cursor taken out of the window.
The ends' budget of a curve too big for its leg lowered the scale of both
vertices beside it, a straight one too, which has no tangents to ask:
with no transitions the empty function was called and threw
bad_function_call, with transitions the vertex got a false warning of a
reduced R. Straight vertices are left out of the scaling.
The tiles are given to the gpu straight from memory; the garbage sweep
released them like the ones read from files and they came back as the
grey stub until made again. They're kept now, and a new texture name
clears the cache of the bound units.
The lift moved the models of the includes it remade a moment later, so
the cells kept the old ones after they were destroyed and the next look
at the ground there (a zoom) crashed. They stay as they are now, and the
models already waiting to be destroyed are skipped too. The self-test
gets danglers, which counts the models the cells hold past their end.
The terrain model was made once around the camera when a new scenery
took it; tracks laid on past it went over nothing. While a track is laid
or dragged out, the chunks missing within 400 m of the cursor are now
made from the model too, the nearest first, in a scenery with the
heightmap terrain placed on the map. The formations aren't made anew
after such chunks. A chip in the terrain panel turns it off.
A touchpad under Wayland sends a scroll as many fractions of a notch.
Shift+wheel took each of them for a step and went round the shapes of
the laid track, the joins and the connections several times in one
swipe; now the fractions are gathered into whole notches and a gesture
moves such a choice one step. Ctrl+wheel steps the radius once a notch.
The 3D zoom measured to the level 0 when nothing was under the cursor,
which in a scenery on the terrain model lies far below or kilometres
ahead, so a light swipe at the horizon flew the camera away. It
measures to the ground under the camera now, backs away by no more than
four heights of the camera over it, and takes at most two notches at a
time. Self-test laystate tells the shape, the radius and the camera.
Besides the steps of 15 degrees, Alt snaps the laid straight to the
ratios of the switches (1:4.8 to 1:26.5) of the straight track the
straight crosses, or of one within 30 m of where it starts; the label at
the cursor says which ratio to which track. The first click with Alt
within 2 m of a straight track puts the start on its axis, so a branch
or a crossing at 1:9 starts exactly on the track.
The reverse curves of a join start and end at the joined ends, with the
largest radius that fits, so a shift of the track spacing (4 -> 4.75 m
over 400 m) is one S instead of two curves with straights around them.
A straight or a single arc with a kink at its ends, though still under
the joints check, comes after the smooth curves among the variants; a
practically exact one stays first.
An element under 1 mm, like the straight left between the reverse
curves by the radius fit, no longer drops out of the pieces and leaves
a gap: the neighbouring piece takes it over.
A slip went to the crossing of the selected straight with another straight within 40 m of the click. When the track under the cursor wasn't taken as a straight (a slight curve, a switch), the slip silently went to another crossing up to 40 m away. A double slip within 25 m of the click was replaced, even when the click was on a free crossing.
- The crossing nearest the cursor, within 12 m, is found among all the rail tracks. A slip goes only there; when that track is a curve or a switch, the tool says so.
- A double slip is replaced only when it is nearer the cursor than any crossing.
- The cursor is taken at the height of the straight under it, so on a grade the 3D view doesn't put the click metres away from the track.
- Before the click, the view marks the crossing the slip goes to, with its two straights, or the reason it can't go there.