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.
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.
The joints check also compares the tracks with the terrain model (NMT), every 5 m. Bridges, tunnels and tracks over others are left out.
- Each path lying higher or lower than the model by more than the threshold (0.5 m by default) is listed once, at its farthest place off.
- The places are compared with the same offset the model has against the scenery; a scenery not fitted to the model as a whole is measured about its median.
- The squares of the model are loaded in the background, and the check waits for them with a progress bar.
- These entries can't be fixed from the list. In the top view, the overlay shows the issues over the whole screen.
- Self-test: jointsmodel <threshold>.
- In the top view of the tracks work area, the renderer's reach is the half diagonal of the screen. It used to be three extents, which cut wide windows short.
- Cells far from the camera no longer draw only their tracks: the terrain shapes are drawn too. Models keep their own ranges.
- In that view, the heightmap streamer loads chunks as far as the corners, up to 50 km. The detail comes from the size of a pixel, not from the distance.
- The walk over the chunks around the camera is skipped while it would ask for nothing, so a wide reach costs little.
- A setting, kept in the editor settings, leaves out the ballast of the railway in the top view, so the ground under the tracks shows. It is in the View menu and next to the extent slider.
- Self-test: ortho <extent> [noballast|ballast], orthophoto off.
- The plot draws the ground of the terrain model (NMT) as measured, before any earthworks. The squares under the route are fetched in the background. The tooltip gives the grade line's distance from the model.
- Applying a profile lays the formation of the changed tracks anew, or reshapes the route's earthworks when there are any, so the heightmap terrain follows the new grade line. The terrain step is joined to the track step: one undo takes both back.
- In 3D and in the top view, the camera shows the part of the route the plot shows once the plot stops moving. It keeps clear of the floating plot window. A toggle turns this off.
- nmt_shape_tracks can shape only the given tracks, removing the modifiers of their paths that are gone.
The include bank read every .inc of the scenery directory on the first use, on the main thread: opening the
switch panel or selecting a switch stopped the editor until all of them were read, which on a large scenery
directory under Windows takes long. The bank now starts looking as the editor starts, in the background,
and the main thread only reads the descriptions once the files are read.
- the switch drives, turntables and signals are read again from the bank when it changes; the panels show
"Looking for the templates..." meanwhile, only the edits which need the templates wait for them
- the sweep tool takes the templates from the bank instead of looking through the scenery directory again
- a folder linked into one of its own subfolders no longer leads the walk in circles
- the log tells how many templates were found and how long it took
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
With the lay tool on, a scenery with no tracks nor terrain chunks gets the offer of the terrain model and the aerial photos
around the camera; without a place yet it asks for the PUWG 1992 coordinates of this point, as geoportal.gov.pl gives them,
and keeps them as the place of its orthophoto. The offer can be turned off (editor setting terrain_offer). Self-test
nmtoffer.
- editorNmt: squares of 500 m of the NMT at 1 m from the WCS service of geoportal.gov.pl, as GeoTIFF, fetched in the
background, kept in editor/cache/nmt and sampled in the coordinates of the scenery, placed as its orthophoto is
- the terrain panel's Terrain model section: Fit to the tracks moves the model up or down by the median of the
differences to the formation of the tracks (Biała Podlaska, built at 0: -145.73 m, 0.28 m around it); Along the tracks
and Around the camera make the chunks as the model comes in; each path gets its formation and slopes 1:1.5 as a modifier
of the terrain, laid over each other into one corridor, bridges and tunnels keep the model; the orthophoto is turned
on and laid onto the new ground
- the http client of the orthophoto in editorHttp, shared; fill_from_nearest in editormodeshared.h
- after the generator of Hirek (MaszynaTerrainGenerator): the WCS requests, the cache of squares, the corridor by envelopes
- self-tests nmtfit, nmtmake, nmtwait
- editormoderoute.cpp: the route design, its kept records and digitizing
- editormodestraights.cpp: the plan tool: straights, the detour, the curve fit
- editormodelay.cpp: laying track, free ends and extending, the build tools
- editormodeswitchplace.cpp: placing switches, crossovers and links, double slips, curved switches
- editormodetrack.cpp keeps the selection, the snapshots, the tabs, the inspector and the path panel, the hints
- the sizes of the handles and reaches and the small helpers they all use in editormodetrackshared.h
The code is moved as it was.
editormodeselftest.cpp keeps the dispatch, the list of the commands and the step; the groups go to
editormodeselftest{scene,sleepers,sweep,track,switch,join,signal,terrain,rails}.cpp, the sleeper commands (beams,
sharedzones, sleepersbg, beamsnear, sleepercheck) in a group of their own; the frame count and one_line shared through
editormodeselftest.h. The output of geomhash, sleepercheck, wings, space, guards, crossings and switches is the same on the
seven sceneries of the regression.
- a press on the mast of a selected signal grabbed the gizmo, whose up axis runs along the mast, and lifted the signal
instead of moving it along the track; the gizmo gives way over a signal and while one is dragged
- dragged beside its track, off every track, the signal follows the nearest place of the track it stands by instead of
staying put
- a drop away from any track, and a signal in a file the editor doesn't change, say so instead of doing nothing
- a template without a //$e description of its own takes it from editor/templates/<its path in the scenery folder>; the
header scripts write there with --sidecar, leaving the templates alone, so a check of the game files by the store
doesn't take the descriptions away (the descriptions written into the templates on 8.10 and 11.10 were gone, and with
them every signal and drive the editor knew)
- the panel shows the scope and what's found first, then Place and Move for all, then each missing or wrong marker with its
own button and a click flying the camera there; the spacing, tolerances, height, model and turn are under Settings
- a click on a green point (no marker) or a red one (marker standing wrong) in the view puts or moves that marker alone
- the check starts around the camera
- one camera flight, fly_to, instead of four copies of it
- self-test fouling show=1 and place=one
- the template list shows the templates of the rail the selected track is laid with (railprofile s60/uic60: 60E1, s49:
49E1, s42: S42), a box shows them all
- the words of the catalogue names are translated (movable nose, long, gauge, blades outside), the kind of a slip or a
crossing its type says already is left out
- shorter hints of the switch tool, of More and of the missing drives
- the switch tool asks what to place: a switch, a slip switch, a crossing or a connection of tracks (crossover, double,
scissors, ladder), with the templates and the options of that kind only and one line of how to place it with the mouse;
the bar of hints says the same, the wheel keys of a connection included; panel in its own editormodeswitchtool.cpp
- templates are listed by their names, the lengths a and b and the rest of the label in the tooltip
- the panel of a selected switch shows its length, its type and its drive; the name, number, rail, kilometre and angle are
under Details
- one toolbar: the tools are no longer drawn a second time down the edge of the view; the track tools show select, lay,
plan, switch and parallel, the others behind More, which starts closed again (setting track_tools_all)
- the infrastructure tool has no button nor key
- the gizmo options start closed, the node bank isn't drawn in the track mode
- no drive models: said in plain words
- self-test switchkind
The switch panel and the track properties show the frog and movable nose boxes only with track_features::crossings, and the
sleeper and timber model fields of the pack only with track_features::sleepers.
- SleeperRules: the rules beams are laid by and the faults counted where the layout breaks them
- SleeperGeometry: plan helpers, beam boxes with their overlap and support tests and a grid of cells, shared by laying, filling
gaps, keeping beams apart and checking instead of three copies of each
- SleeperPaths: sampled paths, how near they run and whether one carries another; the tracks near a track and the stretches of
a path where a test holds, shared by paths_around/unsettle_around and shared_zones/zones_of
- SleeperFeatures: frogs and crossings the timbers turn to; SleeperLines: lines of beams, the rails they carry, where they part
- SleeperLayout: clusters and their layout, given the epoch instead of reading it; SleeperModels: the models of the beams
- SleeperWorker: the layouts kept per epoch and worked out in the background, behind a small interface
- TrackSleepers: the facade, laying the instances, the shared zones and the check
- sleepercheck reports a digest of all beams; geomhash skips empty chunks instead of crashing
The layout is unchanged: geomhash, sleepercheck with the digest, wings, space, guards, crossings and switches give the same
output on baltyk, zz_rozjazdy_id4, zz_rf_slips, zz_rf_wide, zz_slips_s42, zz_demo_przechylka and zz_connections.
- 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
The frogs, crossings and check rails of feat/rail-crossings next to the track editor and the switch paths made of pieces of feat/track-join-ux. The self-test commands of the crossings (frog, geomhash, frogkey, guards, railtime, crossings and switches 0|1, now called throw 0|1 because the editor already has switches) go into their own group selftest_rails.