Releases: a-b-street/abstreet
Releases · a-b-street/abstreet
An excess of dumpstered pizza
- overhaul traffic signal editor UI, and add redo support
- update main edit mode UI, and add redo support
- limit max unzoom
- fix the infamous HiDPI bug once and for all; minimaps should work everywhere
- almost bug-free support for floating, horizontally and vertically scrolling panels
- overhaul top-center panel, rename scenarios to be less confusing
- expose bus analytics outside of challenge mode
- live info panel can exist during a running simulation
- consolidated agent route/trip information into info panel
Mediocre kolaches
- UI revamps: speed panel, minimap controls, heatmap chooser
- bus timeline
- hide internal IDs normally
- limit map zoom
- fix bugs with crosswalks conflicting with vehicle turns
Freeways twisted like knots
- minimap zoom controls
- traffic signal rendering overhaul
- heatmap colors improved, heatmap appears on minimap
- bus info panel, a start to live delay analytics
Food trucks
- switch some analytics dashboards to use buttons, not old non-scrolling menus
- scrollbars... at least a start
- preview traffic signal changes from live sim as the base
- traffic signal preview has normal time/speed controls
- traffic signal editor has undo support
- minimap has buttons to pan
Winter solstice
- moved some UI functionality around, pulling graphs into info panel
- interactive legend for the minimap, toggle visibility of different agents
- nicer colors and shapes for cars
- misc simulation bugfixes that might help huge_seattle
- pedestrians choose to use transit more realistically, factoring in time for the bus to drive
Aftermath of the treacle tart
- some challenge modes show a histogram for counting faster/slower trips
- new visualization of current demand per direction at a traffic signal
- implementing some of Yuwen's UI changes: agent counter, split time/speed panel, moved functionality out of the old drop-down menus into a bottom-left tool panel, hiding debug functionality
- replaced right-click context menus with left click to open info panels
- fixed random issues reported by people from HN
Traffic signal tutorials
- map data: infer more building addresses
- some analytics on how long people spend parking and intersection delay over time
- create an options panel, allowing runtime customization of color scheme, traffic signal rendering, etc
- internal changes to map building pipeline to make it much easier for new devs to onboard
- organizing challenges into sub-stages, starting to flesh out specifics for the fix traffic signal track
- much more realistic pedestrian pathfinding
- fix minimap on mac (dpi issues)
- visual tweaks to cars to make front/back easier to distinguish
- internal change to switch most assets from PNG to SVG
Trip phases
- more work on the pre-game UI, with some flexbox layouting
- prototype a minimap in sandbox mode. doesn't pan or scroll yet.
- prototype a new speed/time control panel from the mockup
- nicer time warp loading screen
- record and show detailed trip timeline, including time to park
Haste makes waste
- fix Mac crashing with texture limit bug by switching to texture arrays
- fix crashing simulation when a border intersection was used
- started to implement a new UI design for starting the game
Traffic signal turn groups
- minor bugfixes with reverting lane types, preserving stop signs
- incorporate edits into the challenge splash screen, make sure edits are reset when appropriate
- starting a new challenge mode, just focused on traffic signals
- can't leave traffic signal editor with missing turns
- render pedestrian crowds on building front paths
- traffic signals support an offset parameter
- traffic signal visualization and editing revamped to group related turns together
- can preview traffic using a signal from the editor
- actually apply priority at intersections, so protected turns get first dibs over yield turns