Another heads up: I've pushed an update for scenery tile management.
It's a follow-up to the recent patch fixing random empty scenery
patches, providing some more improvements:
* Priorities for tile loading. Tiles are now loaded in innermost to
outermost order. Means a better optical effect when switching view
position or moving to a new scenery area. No more temporary scenery
gaps/holes caused by a random loading order.
* Increasing visibility (weather change) may now cause additional
tiles to be loaded. So far, the view position had to be switched or
the plane needed to move to a new area before an increased visibility
could take full effect.
* Start-up/relocation no longer waits for all tiles to be loaded. The
splash screen is already dropped now once the innermost scenery is
available. This helps reducing start-up delays when using high
visibility levels at start-up(/reposition).
* And connected to the latter: The visibility level given on the
command-line is immediately effective now. So far, this also required
switching view position/moving to another area first. Thanks to
"kantooon" for this patch.
* And last but not least: AI planes/groundcache/... no longer (ab)use
the tile manager interface by temporarily switching the view position.
The tile manager is now "aware" of all tile requests at the same time
- which makes the new loading priorities really work.

All new bugs are mine, so let me know if you noticed anything was broken now.
Some improvements mainly show when using higher visibilities. But
remember: RAM requirements haven't changed with this update. The
visibility (distance) still has a massive impact on the number of
loaded scenery tiles and RAM required (quadratic, of course...). And
yes, this is another area for future improvement...

cheers,
Thorsten

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