* in some cases more specific sg exception types were used in place
of the more generic one, e.g., sg_io_exception instead of sg_exception
when the context of the error was an IO error
* in some cases, the error message was made more specific
* minor style fix for exception rethrowing --- using throw; whenever
a re-throw is made; sometimes optimizing away the exception symbol name
in the catch handler at all
* more specific catch handlers added in some places -- e.g.,
an sg_io_exception caught ahead of sg_exception
to pop themselves down while the simulator is paused.
The problem was with the "real time" queue in the event manager,
causing the third argument of Nasal's settimer() (a flag for "sim
time") to be ignored. Inverts the default sense of the argument, as
there are lots of uses of settimer() in the current code, almost none
of which want to use real time.
Note this fix introduces a header file incompatibility in SimGear --
be sure to update.
* Use "const string&" rather than "string" in function calls when appropriate.
* Use "const Point3D&" instead of "Pint3D" in function calls when appropriate.
* Improved course calculation in calc_gc_course_dist()
* Safer thread handling code.
Vassilii Khachaturov:
Dont use "const Point3D&" for return types unless you're absolutely sure.
Erik Hofman:
* Use SGD_(2)PI(_[24]) as defined in simgear/constants.h rather than
calculating it by hand every time.
The attached patch makes remove_child() available as removeChild(pos, keep).
That's consistent with getChild. Only renamed remove_child to removeChild and
added a check for validity of the pos argument.
removeChildren() will be used in input.cxx, and a lot in the upcoming
dynamic new_gui dialogs, which are aiming at replacing the hard-coded
dialogs. I'll discuss them on the list once the infrastructure is
in place. (The <hide> gui property was one part of it.)
I have corrected a few bugs with the owner draw gauge, weather radar code and heat-haze effect.
- shadanim.cxx :
the heat/haze effect was showing artifacts when using a screen resolution >
1024 pixels.
This one, removes some virtual qualifiers at a private member class of
SGPropertyNode. These virtual qualifiers are really useless and stop the
compiler from inlineing these functions. I gain a single frame with my
favourite aircraft per second!
I have done a valgrind run in flightgear. Just start it up and close it at the
fist change I had about half an hour later.
property-leak.diff:
A leak in the property system which I could even notice in top.
texture-leak.diff:
minor one, but fixed is fixed ...