Releases: a-b-street/abstreet
Releases · a-b-street/abstreet
Lowline flow
- many misc UI bugfixes, especially for high-DPI screens
- managing turns across multiple nearby intersections: tool to visualize, handling multi-way OSM turn restrictions, using this to ban illegal movements at the pathfinding layer, starting a traffic signal editor variant to edit these
- rendering improvements: unzoomed agent size, visualizing routes on trip table, transparent roads beneath bridges, draw harbor island
- overhauled street/address finder
- parking mapper: shortcut to open bing
Torn meniscus
- new parking mapper tool
- include a one-shot .osm importer in the release
- new layer to find different types of amenities / businesses
- adjust traffic signal rendering style
- bulk lane editor for changing speed limits and lane types
- including west seattle and udistrict maps
- include some OSM buildings that were being skipped
- dont pause after opening something from sandbox mode
- adjust turn signals for lane-changing cars
- lots of fixes for monitors with different DPIs, enabled by default
Parking McMapface
- added a mode to map parking
Crɒɒɒɒɒɒɒɒɒɒnkies
- differential throughput layer to understand routing diversions
- map edits now reference longer-lasting OSM IDs, can work cross-map
- basemap updates: new areas for west seattle, mt baker, lots of upstreamed fixes in OSM and traffic signals, smarter border matching
- parking: optionally filter on/off-street spots in the layer, allow disconnecting spots via edits
- render some tunnels with lower opacity
- new feature to change speed limits and bulk road selection tools
- first write-up of a real use case (closing lake wash through arboretum)
- make the traffic signal challenge act like a game, with a failure/win state and scoring
Navelglancer
- switched to proper OSM-based maps; no more brittle, manual geometry fixes
- more sorting and filtering options in trip table and parking overhead tables
- improve offstreet parking rendering. park closer to destination buildings
- easier process for importing new cities. introducing Los Angeles, Austin, Barranquilla.
- new data updater tool so people can opt-in to new cities
- many internal fixes to prevent gridlock. smarter cycle detection, manual OSM fixes and traffic signal timings
Dense croissant
- major internal changes to ensure people's schedules don't have impossible gaps, to associate fixed bikes/cars to a eprson, handle delayed starts to trips
- parking changes: show path to closest free spot, utilization of a lane over time, every building includes at least 1 offstreet spot by default
- progress on removing unrealistic gridlock: detect turn conflict cycles and temporarily allow conflicts, trim last steps of a laggy head
- internal sim alert system. speeds up debugging, could be used for player-facing "traffic jam!" alerts
Caffeine detox
- optimize commute challenge: high score, live sentiment, second stage
- parked cars are owned by people, not buildings
- info panel improvements for trips
- bike layer suggests places where bike lanes could be helpful
- many improvements to scatter plot
- a new histogram-ish thing for understanding faster/slower trips
- handling scenarios longer than 24 hours better (for pandemic model)
- prototype of commute visualization, grouping buildings by blocks
- sim bugfixes: crosswalk / vehicle turn conflicts, start bikes in bike lanes from borders
Precise karashi
- overhauled simulation data page, with a table to find slow trips and some initial summary visualizations
- plots can change windowing and show/hide series
- layers: fade map to contrast more, better scales/legends
- show relative trip times in info panels
- tools to rewind/ffw to watch particular trips
- refocusing efforts on challenge modes; level 1 of a new one is pretty much ready
- some simulation fixes around parking and a corner case of cars temporarily forming a cycle
- orestis improved the population/pandemic heatmaps
Stevia knockoff
- more info panel work, particularly for trips and buses. change plot settings live.
- prototype of a SEIR pandemic model based on time spent in shared spaces, by orestis
- slight heatmap improvements, more coming
- more typography changes
- mouse cursor now changes for buttons and dragging!
- overhaul minimap controls, make layers behavior zoomed in a little better
- new speed panel and jump-to-time modal
Unsynchronized chantey
- info panels have been totally overhauled again. multiple tabs, way more clear representation of agents, trips, and people.
- draw people inside of a building
- applied consistent typography everywhere
- lots of internal refactoring