separete lane connections for track/road vehicles.#1550
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don't show track node marker when acute
fixed mixed acute only.
polished overlay code: use `DrawShape` to draw everything.
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Looks good! |
- [Meta] This release adds a new language, updates translations, and improves lane routing - [New] Veitnamese translation #1551 (DucAnhLam) - [Updated] Separate road and track lane routing #1550 #1546 #1545 #354 (kianzarrin) - [Updated] Translations for multiple languages #1551 #1344 (Nguyễn Tài Đức, OldEj, AduitSSH, Chamëleon, 문주원, krzychu124, shg166, John Lok Ho, Márcio Saeger, DucAnhLam, DNSE, Arne Peirs, Neoone, Fatih YILDIRIM, Zeldslayer, GiorgioHerbie, krzychu124)
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| public bool sourceStartNode; | ||
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| public bool Legacy => SerializableDataExtension.Version < 2; | ||
| public LaneEndTransitionGroup group = LaneEndTransitionGroup.Vehicle; |
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I am concerned about continuing to introduce breaking file format changes. Can this all wait until the new persistence code is merged?
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This PR has waited for a month already. I don't think we need to wait more. conflicts will accumulate over time.
Is it breaking anything?
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If we don't want to merge it with master, we should consider merging a feature branch instead of stopping this PR. but it is forward/backward compatible so I don't think this is good to go to master.
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It's exactly the same situation as last time. If you save game with this build you won't be able to load it using current master or WS stable
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I think it doesn't matter because the change in any of serializable configuration classes will make the savegame incompatible with previous version of deserializer (current master or any workshop version)
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You sure about that? I encountered the problem specifically in relation to adding a new type, which is still a pretty drastic limitation when doing work of any significance, since the whole system is type-based. #1559 explains it as an issue with strongly typed serialization.
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ok, did not throw exception or anything, loaded something, looks good. Ignore previous comment
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loaded something
it is both forward/backward compatible.
if you make different lane connections on mixed/car track lanes -> save -> load with earlier version of TMPE, then car/track lane connections will merge.
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yeah, noticed that, looks ok.






fixes #354
Bonus:
TMPE.zip
pictures are in the comments.
Tests:
target lane connection is highlighted. shift clicking will put in car mode.
mixed connections tests: connect car and track differently on a mixed car+tram lane and:
backward compatibility test:
TODO: