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Organized lane marker UI classes #701
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Regarding splitting out the overlays stuff, see also: #630 - if things like segment and node highlights could be split out too, it would be good step towards achieving tool-agnostic overlays (which in turn would facilitate things like rendering vehicle paths and ultimately a visual pathfinder debugger). For the in-game hot reload, I'd suggest ditching the mod name prefix (as a dev will already know exactly what they just built) so the toolbar title would be just |
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Nice so far.
Consider making a subdirectory there somewhere and move files to it, don't mix highlight modules with tool modules. You don't have to, but maybe makes sense?
Its already in the helpers directory. |
Is this ready to merge? multiple other tasks rely on this. |
as preparation for #681 and #682 I organized lane marker UI classes a bit. this review is mostly renaming stuff and a bit of encapsulation. the code path is the same.
I moved
SegmentLaneMarker
andNodeLaneMarker
into separate files turning them into independent classes.I introduced a private LaneEnd master class that is responsible for Sheath overlay in lane connector. The
LaneEnd
class has stolen most of the functionality of theNodeLaneMarker
.EDIT: test result:
![Screenshot (488)](https://user-images.githubusercontent.com/26344691/74553940-06a32a80-4f61-11ea-913a-2ea77315d95c.png)
About that
HOT REALOD
label in the image above, it really means in game hot reload:I hope this does not mislead anyone in the feature. maybe I should rename it to IGHR(in game hot reload).