=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-06-17_03:14:05 (mfranz)
/var/cvs/FlightGear-0.9/source/src/Main/fg_init.cxx

256 Bytes ought to be enough for anybody ...  hmm, better 512.

Why /sim/fg-current at all? Because we have a file selector dialog
(still unfinished), and one might like to start it from the current
directory, to find saved flights/screenshots/whatever.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-06-19_05:10:03 (mfranz)
/var/cvs/FlightGear-0.9/source/src/Main/fg_commands.cxx

loadxml, savexml: don't pop up a GUI error message on error, but use a
simple SG_LOG instead. The user didn't call the fgcommand, so why should
s/he be bothered with that? And the actually caller of the command gets a
return value and can pop up a dialog if it thinks it's necessary.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-06-19_05:18:17 (mfranz)
/var/cvs/FlightGear-0.9/source/src/Main/main.cxx

fix bug that prevented /sim/sceneryloaded from ever becoming "true" if
/sim/screneryloaded-override was "true". At least one subsystem (od_gauge)
waits for /sim/sceneryloaded to bypass CPU intensive code until the scenery
is up. This broke e.g. the RTT-radar when using /sim/screneryloaded-override

--prop:sim/sceneryloaded-override=true has the effect that fgfs
doesn't show the splash screen until the scenery is loaded, but shows
the OTW view (scenery/aircraft) at the earliest possible moment. This is
useful for developers who often need to run fgfs only to check some minor
detail, while not caring about stuttering caused by scenery loading.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-06-19_05:56:52 (mfranz)
/var/cvs/FlightGear-0.9/source/src/Main/fg_commands.cxx

... but use the exception text, of course.  :-)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-06-22_13:12:06 (mfranz)
/var/cvs/FlightGear-0.9/source/src/ATC/ATCDialog.cxx

increase range of searched and displayed frequencies 40 -> 50 nm


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-06-23_01:41:21 (mfranz)
/var/cvs/FlightGear-0.9/source/src/FDM/YASim/Rotorpart.cpp

Maik JUSTUS: "ease the rotor of the hornet if not rotating"


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-06-23_10:25:43 (mfranz)
/var/cvs/FlightGear-0.9/source/src/Scripting/NasalSys.cxx

add geodinfo(<lat>, <lon>) function that returns an array [<elev>, <matdata>]
or nil if no terrain intersection could be made (tile not loaded yet).
<matdata> is a hash with information about the surface material, or nil
if no material is assigned (shouldn't really happen, but one never knows).

Example:

  var ac = geo.aircraft_position();
  var data = geoddata(ac.lat(), ac.lon());
  debug.dump(data);

  # which outputs
  [ 294.5862574369132, { light_coverage : 0, bumpiness : 0, load_resistance : 
1e+30,
  solid : 1, names : [ "pc_taxiway", "dirt_rwytaxiway" ], friction_factor : 1,
  rolling_friction : 0.02 } ]

With this information it can be determined how far an object would sink in,
if the coordinate is on a runway, etc.

  foreach (var n; data[1].names)
      if (string.match(n, "p[ac]_*"))
          im_on_a_runway();


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-06-23_16:58:45 (mfranz)
/var/cvs/FlightGear-0.9/source/src/Instrumentation/od_gauge.cxx

comment out RenderTexture class destruction. This leads to crashes on
nvidia cards, and seems to be redundant. (Isn't done in the cloud code
and not even in Mark HARRIS' RenderTexture demonstration. Also, the
GL resources are supposed to be freed at the end of the GL application,
anyway.)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-06-23_17:02:41 (mfranz)
/var/cvs/FlightGear-0.9/source/src/AIModel/AIShip.cxx
/var/cvs/FlightGear-0.9/source/src/Instrumentation/wxradar.cxx
/var/cvs/FlightGear-0.9/source/src/Instrumentation/wxradar.hxx

Vivian MEAZZA: new improved c++ radar implementation

mf: I asked Vivian not to do any cleanup in existing code, so that his
  changes would be easier to see. But the next patch will have to fix
  some messy parts.


2f585eeea02e2c79d7b1d8c4963bae2d

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