Change logic so we create an empty file for such cases, i.e exactly
matching the repository. This simplifies logic in downstream code,
compared with not creating a local file.
Add a test-case to cover this
Modify TerraSync to detect a failure of Airports_archive downloading,
and fall back to file-by-file updating.
This is to permit an <overlay> section in <model> to be present whilst the rest of the model is loaded - otherwise the overlay is only present after the model is loaded;
e.g. to allow a model specific registration to be applied to a shared model;
<model>
<overlay>
<texture-file>island_68.png</texture-file>
<carrier-name>Nimitz</carrier-name>
<carrier-registration>CVN-68</carrier-registration>
</overlay>
<path>nimitz-class.xml</path>
</model>
Add a TREE_LIST STG analogous to the existing BUILDING_LIST verb
TREE_LIST <filename> <material name> <lon> <lat> <elev>
where <filename> is a file containing a set of trees to generate
using the defined <material name> at the given location.
The referenced <filename> contains lines of the form
X Y Z A B C
Where:
- X,Y,Z are the cartesian coordinates of the tree. +X is East, +Y is North
- A,B,C is optional and represents the normal of the underlying terrain. Used for shadows. Defaults to (0,0,1)
Previously the PagedLoD range for OBJECT_STATIC etc. was purely
measured from the object reference point. For large meshes from
osm2city this was problematic, particular at DETAILED LOD ranges,
where the range of (say) 1500m would result in the mesh being
rendered at 500m distance from the edge. We fudged this by adding
1400m to the DETAILED LOD range.
Now, such meshes can specify their radius in the STG file, ensuring
they are loaded at the correct distance.
- scoped locks using lock_guard are better
- because of this the exception handler can also be removed;
although this was originally intended to manage the locks
it never did work properly with C++ exceptions.
- Remove prepending shader filenames with Compositor/.
- Always check for fallback effects in Effects/schemes.xml.
- Shadow mapping can now be disabled at night.
- New clustered shading implementation for older systems (GLSL 120 compatible).
- Miscellaneous bug fixes.
Create Uniforms for the tile_level, tile_width and tile_height.
These can be used by the fragment shader to determine the level
of detail to render and also to perform samples for borders of
landclasses.