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Releases: a-b-street/abstreet

Lowline flow

25 May 00:59
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Lowline flow Pre-release
Pre-release
  • 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

18 May 00:39
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Torn meniscus Pre-release
Pre-release
  • 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

11 May 22:01
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Parking McMapface Pre-release
Pre-release
  • added a mode to map parking

Crɒɒɒɒɒɒɒɒɒɒnkies

10 May 23:35
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Pre-release
  • 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

03 May 20:22
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Navelglancer Pre-release
Pre-release
  • 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

26 Apr 21:33
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Dense croissant Pre-release
Pre-release
  • 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

20 Apr 01:41
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Caffeine detox Pre-release
Pre-release
  • 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

13 Apr 20:14
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Precise karashi Pre-release
Pre-release
  • 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

06 Apr 01:46
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Stevia knockoff Pre-release
Pre-release
  • 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

30 Mar 02:10
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Pre-release
  • 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