> *Please* don't drop the z/Z key binding. This is one of the most
> useful and direct controls we have to affect the visual experience.
(...)
> It's fecking difficult to operate a mouse/menu/slider while using a
> joystick
> unless you are ambidextrous
> (which I'm not)
Can anyone please explai
Thanks Tom,
I believe your commit has fixed the specific problem, however, there is more
similar string related heap corruptions popping up in the debug mode, I
think I can try to fix them in a similar way you did to fix this one, if
it's OK
Thanks.
Godspeed
-Original Message-
From: Tho
It automatically updates every week or so (or whatever the user's
update settings are), and there's not much manual intervention required.
The downsides are that this is for Ubuntu only (and maybe alternate
Ubuntu distros (Kubuntu, Xubuntu, etc.)), changes require sudo
privileges, and some buil
On Sat, 2 Mar 2013, Saikrishna Arcot wrote:
> Just to let everyone know, I'm having (roughly) daily builds of
> FlightGear and Simgear for Ubuntu users at
> https://code.launchpad.net/~saiarcot895/+archive/flightgear-edge. If you
> are interested, you can add the PPA using the instructions on the
Am 2013-03-03 00:49, schrieb Zhitao Li:
> I have seem [1], and I don't think it is caused by the linking problem, I
> check and experimented the cmake parameter, it's more likely the
> implementation of the function in visual studio that's causing it. (the
> malloc() within the strdup() is probably
Hi Tom,
I have seem [1], and I don't think it is caused by the linking problem, I
check and experimented the cmake parameter, it's more likely the
implementation of the function in visual studio that's causing it. (the
malloc() within the strdup() is probably using a different heap than the
outsid
Just to let everyone know, I'm having (roughly) daily builds of
FlightGear and Simgear for Ubuntu users at
https://code.launchpad.net/~saiarcot895/+archive/flightgear-edge. If you
are interested, you can add the PPA using the instructions on the page.
Note that the data files are not provided.
--
I realize this is not a satisfactory response for some people, but I have
added "downloadmanagerapp.com" to the list of blocked sites.
Thanks,
Curt.
On Fri, Mar 1, 2013 at 2:34 PM, Anders Gidenstam
wrote:
> On Fri, 1 Mar 2013, Gijs de Rooy wrote:
>
> > Curt, are you there? Repeating the links
James Turner
>
> On 2 Mar 2013, at 17:09, Gary Carvell wrote:
>
> > I have no problem at all with disabling the keys when (say) advanced
> > weather is selected, but for several classes of users and types of
> > use, it really is an important capability and is used often.
>
> I don't see anyth
Gary Carvell wrote:
> On Thu, Feb 21, 2013 at 10:54 AM, Stuart Buchanan
> wrote:
> > On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote:
> >> Suggestion - if z/Z are pressed with advanced weather enabled, make the
> popup-message say 'disabled since visibility is being controlled by
advanced
>
James Turner wrote:
> On 1 Mar 2013, at 07:53, Renk Thorsten wrote:
>
> > One problemhere is that rain textures are still orphaned (i.e. don't
move in
> the wind with the clouds) - I'm running out of ideas here - my Nasal
moving
> code creates frame spacing issues, Vivian's C++ moving code pat
On 2 Mar 2013, at 17:09, Gary Carvell wrote:
> I have no problem at all with disabling the keys when (say) advanced
> weather is selected, but for several classes of users and types of
> use, it really is an important capability and is used often.
I don't see anything in your list, that wouldn'
On Thu, Feb 21, 2013 at 10:54 AM, Stuart Buchanan wrote:
> On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote:
>> Suggestion - if z/Z are pressed with advanced weather enabled, make the
>> popup-message say 'disabled since visibility is being controlled by advanced
>> weather'.
>>
>> Another o
> I need someone to reset my brain on this, explain to me what
> functionality is required, show me the Nasal code and Vivian's version,
> and so on.
Rain layers and Cirrus clouds are not shader-generated 3d stacks of sprites
like the 3d clouds but normal, Nasal-spawned models.
3d clouds ar
> This feels like a moderately large issue to me, because out of the box,
> we select basic weather, and hence we're going to get bug reports about
> clouds not appearing. We could make basic weather drive the real
> visibility based on altitude, but then we're moving away from 'basic
> wea
On 1 Mar 2013, at 07:53, Renk Thorsten wrote:
> One problemhere is that rain textures are still orphaned (i.e. don't move in
> the wind with the clouds) - I'm running out of ideas here - my Nasal moving
> code creates frame spacing issues, Vivian's C++ moving code patch wasn't
> accepted, so
On 1 Mar 2013, at 07:53, Renk Thorsten wrote:
> However, the change does mean that if you leave the visibility at cruise
> altitudes of airliners at 10 km, you will not get to see many clouds
> regardless of how the cloud visibility range is set (because they now respect
> the real visibility
Le 24/02/2013 23:44, Stuart Buchanan a écrit :
> Hi All,
>
> I've just committed some small changes to the AI air-to-air refueling
> function:
>
> 1) Added support for multiple tankers of each type, selectable through
> the AI-Tankers GUI. Tankers are now defined in AI/tankers.xml.
> 2) Added an
>> > Did you test your airfield grass with some of the newer generated
>> terrain
>> > (LOWI in my case)?
>>
>> No, I didn't. Shouldn't make a difference for rendering purposes how you
>> created it, at this stage it's all vertices and pixels and the shaders
>> don't care where they come from or
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