- the log stops through a flag kept in a function, not a global one
- the messages are put together with std::format
- a vehicle dropped on a trainset in the launcher goes in once the
trainset is drawn, so the vehicles are gone through with a plain loop
again; the drop split into a new vehicle and a moved one
- the scenario that can't be opened is caught as the runtime error it
is, a file name outside of the code page as the system error it is
- a track of an unknown type is left out through the pointer owning it
- the keyword of a track type written out by a function of its own
- the picked node forgotten with ranges::replace_if, the empty
Forget_Node of the base renderer told why it is empty
- FileCased takes the path it works on
A scenario failing past its opening popped the loader mode and went on to pop it again and push the driver mode with the scenery half loaded; it goes back to the launcher as one that can't be opened. FileCased() goes through the folder only where the file system tells the case apart: on Windows a missing file was looked for in its whole folder for nothing, and a name outside the code page threw from the parser. The Discord thread sleeps a quarter of a second outside the driver mode, not to hold the closing up.
The log service stopped with applicationQuitOrder, so whatever was logged while the simulator closed was lost; it now runs until StopLogService() and writes out what came before. The closing logs each of its steps with the time since it began, to tell where a closing that hangs stops. Outside the driver mode the Discord thread spun a core in its loop, it now sleeps a second between the checks.
The python task queue was stopped after the windows were destroyed, and
its worker, leaving, released the context of its own window, which was
gone by then: a use after free on every exit. The queue is stopped
first.
Labels:
- every button, field, tooltip and message of the editor reread for a beginner: short nouns for the fields with the
sentence in the tooltip, the less used options under More settings, one glossary (field of work, template, track,
grade), sides told from directions, degrees and per mille as signs, messages built from one format string
- plural forms through STR_P; the last entry of a po file is read too, and the Polish plural rule is in the header
- lang/editor_pl.po: the code pass entries merged, 391 entries no code uses and 3 duplicates dropped
- roads: the notes and errors naming a road translated; the build options and the layout fold the texture length,
kerb sizes, traffic share, roundabout part, height over the ground and junction speed limit under More settings, the
lanes start folded
Grade lines fitted to the terrain model (NMT), a line or the whole scenery at once:
- fit_ground: a robust fit on nodes 5 m apart; the ground parting from the line (a bridge, a viaduct, a wall) is gone
past rather than followed, the bends keep off the switches as far as their curves reach, a run of bends the same way
is one point of intersection, a curve with no room is as sharp as the room lets it be
- the ends of the line and the other paths of its switches leading into lines fitted already bound the line by what
the tracks between can climb; ends meeting in the plan, laid apart in height by hand, are joined before the run
- apply_profile: the paths are split where split_path takes the parameter (a straight was cut in the wrong place, into
pieces of a few centimetres the game takes for zero length), no piece shorter than the margin; the paths off the
ends of the route are brought to its height
- Bytom: 1600 lines, grade breaks at the joints 89 -> 20; Tarnowskie Gory: 848 lines, 223 -> 3; no step over 2 cm
Consolidates platform-specific config-directory logic (APPDATA on Windows,
~/Library/Application Support on macOS, ~/.config on Linux) into a single
user_config_path(filename) function in utilities/utilities.{cpp,h}, removing
copy-pasted #ifdef blocks from application.cpp, editor/editorSettings.cpp,
input/{keyboard,gamepad,drivermouse,uart}input.cpp.