Releases: a-b-street/abstreet
Releases · a-b-street/abstreet
We see you, windowpeople
- more progress on cycleway snapping, but still not ready
- road editor sets new lane width better
- load proposals picks a better order
- a new experiment unfolding...
Burkeberries
- brand new day mode color scheme!
- road editor automatically adjusts lane width, and other small UI fixes
- show bike network gaps in the mode shift dashboard
- progress on snapping cyclepaths, representing buffers, fixing up nearby geometry
- fixed crosswalks for consolidated intersections on left-handed maps
Clothes grow up so quickly these days
- new intersection consolidation algorithm, applied around Seattle and Tempe with really great results!
- Seattle fixes: deduplicating cycletracks, connecting Arboretum bike paths
- add new lane types to express buffers for protected bike lanes
- better neighborhood shapes by Michael, in the commuter patterns layer
- fixed Overpass imports, which were missing border intersections
Yolkai
- started a mode shift dashboard
- individual trips can be explored from the risk exposure dashboards now
- fixed actdev scenarios
- web file loaders now show progress
- performance improvements for editing roads
- various bug fixes
Rootbeer Floatsom (but for our horses)
- special mid-week release to support a blog post
- using infinite parking for the arboretum scenario
- add y axis to trip time dashboard
- faster OSM import using overpass
- internal tools for working on intersection consolidation and cyclepath snapping
nightmissing
- UI: improve elevation profiles, add road editor revert button, thought bubbles for people climbing steep inclines
- fixed signal timing for 3-ways
- fixed a race condition with two vehicles going for the same offstreet parking
- fixing pedestrian speeds on inclines
- improved relative positons of adjacent lanes on curvy roads
- internal speedups for map importing and a tool to compare two maps, for intersection consolidation
- let lane-changing happen in more cases (when vehicle1 wants to pass vehicle2, but can't until a few lanes later)
- add a mode to import a region-wide map without local roads
- internal pathfinding refactor to switch between contraction hierarchies & Dijkstra more flexibly, reduce duplicate higher-level input graph logic
Blind dog in wagon
- vehicles can exit driveways in either direction!
- bugfixes with lane-changing, time-warping, settings, nondeterministic z-ordering, changing speed limits
- speed up edit mode on large maps
- loading maps on native now sees locally imported maps
- smaller files across the board by serializing f64s as integers
- map data quality: greenlake cycletrack, better stop sign placement, crosswalks at consolidated intersections
- risk exposure matrix labels
- keep cars out of bus lanes with better costing
Flash ferment / the Quickling
- vehicles will now dynamically change lanes to pass slower traffic! in limited cases only.
- vehicles can now exit a building's driveway and immediately cut across a few lanes
- new UI tool to easily find when trips start
- fix some crashes related to widening roads
Dragon milk
- simulation speedup by storing turns better
- new website/docs maybe halfway done
- sped up rust build process
- improved some geometry around Tempe
- fix broken screenshot diff test
- trevor added the "cloud of uncertainty" in the 15m tool to show borders
The Grand Coffeeshop Tour
- lots of internal writing, presentations... not quite ready for an audience yet
- fixed weird turn lane arrows
- GMNS signal import now works for many intersections, thanks to crosswalk inference
- road editor UI fixes
- speed up starting a simulation with infinite parking
- possible breakthrough with intersection consolidation