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Turn-on-red feature: cleaned up code and translations #121
Turn-on-red feature: cleaned up code and translations #121
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# Conflicts: # TLM/TLM/Custom/AI/CustomCargoTruckAI.cs # TLM/TLM/Custom/AI/CustomRoadAI.cs # TLM/TLM/Custom/AI/CustomVehicleAI.cs # TLM/TLM/Custom/Data/CustomVehicle.cs # TLM/TLM/Custom/PathFinding/CustomPathFind2.cs # TLM/TLM/Traffic/Data/VehicleState.cs # TLM/TLM/TrafficManagerMod.cs
(cherry picked from commit 97ac58b)
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Overall it looks good (and glad to see my formatting fixed), just some things that appear to have been accidentally removed.
Here we have problem, because my hidden link to game dlls archive won't work because this PR was made from outside this repo (Appveyor won't let me enable resolving hidden link due to security reasons...) |
I could close the PR and make a new one but I wanted to keep the review comments. |
So I assume the current status on this is postponed until we implement #69? |
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LGTM!
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Actually, I take back my approval temporarily. Cars need to be checking for priority to prevent, well, this...
Previously I would use the prioMan.HasPriority
to check for priority, maybe we need to do this within VehicleBehaviorManager?
Also, I know we discussed this, but I want to put this here for notekeeping, we found a yield velocity of 2.5 looks much better than 3. (Edit: He already committed it, so just keeping it for notes, lol)
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Enabled priority rules and the issue still persists but is less apparent, probably an issue with priority and not turn-on-red, looks good to me. I'm done testing.
Future testing should be done to try and implement priority rules to vanilla traffic lights. It's a huge necessity. Either that, or we should look into having the ability to automatically setup manual traffic lights, otherwise it'd quickly become too unrealistic to try and set up manual traffic lights for every intersection just because I don't want cars cutting in front of other cars.
Priority rules require traffic measurement logic (class |
Let's try this again
(cherry picked from commit 97ac58b)