Claude
619f048f31
Sieć trakcyjna: kotwienia, kotwienie środkowe, parasole i wysięgniki rozstawione, konsole 4890/4690
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Sam kod exe z gałęzi siec-trakcyjna od poprzedniego commita (bez testów, notatek i danych z tests/catenary).
Dane (data/traction_*.txt) leżą poza repozytorium.
- kotwienia ciężarowe i stałe (0404/0405, przewody zakotwione osobno, sieci bez własnych danych: network <symbol> as <kod>)
- kotwienie środkowe 0406/0408/0418/0416: lina, V i zaciski na linie nośnej liczonej jak przęsło, obejma 4160 na teownikach
- parasole i wysięgniki rozstawione na konsolach 4890, wysięgi pomocnicze 0167 na belkach 4690, trzeci wysięgnik w osi słupa,
lina nośna z innego wysięgnika (messenger_from)
- przęsła w nietypowych sytuacjach nie przechodzą na stary wygląd (bez Y, bez wieszaków, lina nad przewodem)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_01GfTogWDsfCE8RGFGvm2eyp
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Heightmap terrain: .tch chunk packs, streaming with LOD, terrain painting, water and modifiers - terrain/<name>/terrain.yaml + <px>_<pz>.tch packs of 16x16 chunks (250 m, 0.5/1/2/5 m spacing), slices with crc-32 and optional zstd (vendored zstd 1.5.6 in ref/zstd) - heightmap_terrain [name] endheightmap_terrain directive replaces editorterrain - streamer: worker threads, camera + look-ahead loading, geomipmap LOD with skirts, pooled geometry - mat_terrain shader: up to 8 painted layer materials per chunk via texture arrays (opengl33); other renderers fall back to the dominant material - water bodies (outline + level), terrain modifiers (vertical profile shaping kept non-destructive) - F11 Terrain work mode rebuilt: chunks, sculpt, smooth, paint, point spacing, water tools
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Heightmap terrain: .tch chunk packs, streaming with LOD, terrain painting, water and modifiers - terrain/<name>/terrain.yaml + <px>_<pz>.tch packs of 16x16 chunks (250 m, 0.5/1/2/5 m spacing), slices with crc-32 and optional zstd (vendored zstd 1.5.6 in ref/zstd) - heightmap_terrain [name] endheightmap_terrain directive replaces editorterrain - streamer: worker threads, camera + look-ahead loading, geomipmap LOD with skirts, pooled geometry - mat_terrain shader: up to 8 painted layer materials per chunk via texture arrays (opengl33); other renderers fall back to the dominant material - water bodies (outline + level), terrain modifiers (vertical profile shaping kept non-destructive) - F11 Terrain work mode rebuilt: chunks, sculpt, smooth, paint, point spacing, water tools
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feat(editor): node bank shows the entries as cards with the previews of their models (Previews, size of the cards 48-256 px, kept in eu07_editor.ini), in the groups and with the search as the list; images found by the names the preview generator gives them, worked out by the same code now (editor/editorPreviews: path of the model and skin, numbers of entries with the same ones in the order of nodebank.txt), read and scaled down in a thread of their own, uploaded a few in a frame, at most 512 kept, read anew on Reload node bank; images of the user interface made by the gl renderers (Create_Image/Release_Image of the imgui renderer, srgb in the modern one); Polish translation
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Heightmap terrain: .tch chunk packs, streaming with LOD, terrain painting, water and modifiers - terrain/<name>/terrain.yaml + <px>_<pz>.tch packs of 16x16 chunks (250 m, 0.5/1/2/5 m spacing), slices with crc-32 and optional zstd (vendored zstd 1.5.6 in ref/zstd) - heightmap_terrain [name] endheightmap_terrain directive replaces editorterrain - streamer: worker threads, camera + look-ahead loading, geomipmap LOD with skirts, pooled geometry - mat_terrain shader: up to 8 painted layer materials per chunk via texture arrays (opengl33); other renderers fall back to the dominant material - water bodies (outline + level), terrain modifiers (vertical profile shaping kept non-destructive) - F11 Terrain work mode rebuilt: chunks, sculpt, smooth, paint, point spacing, water tools
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