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Quick setup of Priority roads #621
Quick setup of Priority roads #621
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Ignore arrows for one way main road.
Polished round about code.
polished options.
Fixed bug in roundabout turning right. roundabout search path prunes paths that are too long.
polish doc
…HandTraffic. search for duplicated nodes inorder to check for roundabout. polish + documentation.
in comparison CTRL+SHIFT does the following:
so ALT+CTRL+Shift only sets priority signs and go through blocked junction? that is something that can be easily done manually. if the objective is to set go through blocked junction on multiple junctions at once it should be part of bulk edit feature in junction restriction. If you still feel strongly about ALT+CTRL+Shift I can add it but in my opinion its too much and it only confuses people. |
With the way it currently stands, if I want alternate crossing mode (either remove or don't remove, ie. opposite of whatever is set in mod options) I have two options which are both clunky:
Having From user perspective, I don't think they will try and remember what Like, if I want normal behaviour (remove crossings) along route, except on couple of junctions, I could:
No need to change tools or mod options, just very fluid and quick interaction with my roads using one tool. |
BTW, I'm already using this bulk applicator all over my city, it's awesome!! The only usability friction I'm encountering is that occasional need to invert what happens to main road crossings. |
What happens to lane arrows? having the alt key doing opposite of what crossings do in the options is strange. maybe remove that option? maybe provide a panel like the one in roundabout mod? maybe we can do this in the road selection panel? I feel like we are rushing in the ALT modifier. lets open an issue about this so that we can have some proper discussion. It would be wrong to shove it in a code review last minute. EDIT: isn't it illegal to block junctions when cars joining the road can take the far turn? |
Where I live, that's only illegal if there's markings on the ground meaning as such. Otherwise, it's legal |
@aubergine10 I created a branch with the ALT key just for you! https://github.com/kianzarrin/Cities-Skylines-Traffic-Manager-President-Edition/tree/AltPriorityRoad the alt key force applies pedestrian crossing regardless of the options. |
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LGTM 👍 Will test the Alt branch, that could be added later maybe
@kvakvs @krzychu124 : Please test this PR. I'd ideally like to get it published to LABS this weekend so end-users can start testing. It's the main "new feature" of v11.1 release. |
Good catch!! |
fixed asym roads.
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Tested latest commit in-game, it's working well for me. Sooner we can get this out to LABS users and have them test it on their weird and wonderful cities the sooner we'll find any lingering issues. Hopefully this gets merged soon, it's very useful tool.
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I'm worried a bit about those lock
thingies (I think it won't work - you probably need to lock whole instance). Other parts of code looks good 👍
@aubergine10 is it me, or delete button was changed from |
Whole instance of what? Can you please elaborate. I don't have too much experience in multi-threading. What can go wrong here? what should I do? @aubergine10 @kvakvs any ideas? |
I has always been x for me. maybe I should merge. |
Regards to locking: https://stackoverflow.com/a/505604 |
IMO that button doesn't matter too much; I think at some point the Priority Signs UI workflow / interaction model needs changing to something more like junction restrictions. So don't delay merging this becaue of that button. |
Just noticed a change when I was testing priority bug, you can merge it 😉 |
Am I missing something. is there another problem maybe? |
Fixes #541
related #542
related #568: undo delete option.
Usage:
Situations handled: *
* see #541 (comment) for test city and more information.
Crowdin:
I asked krzychu to add crowding keys. I also modified tutorial and hotkey corwdin texts (waiting for approval)FYI:
EDIT: @krzychu124 did not respond. Can anyone please add these keys?
I made the mass edit overly to last a second after processing is done so that the user has some visual feedback that something has happened.