simie / precisionengineering Goto Github PK
View Code? Open in Web Editor NEWMod for Cities: Skylines adding measurement and snapping tools.
Home Page: https://steamcommunity.com/sharedfiles/filedetails/?id=445589127
License: Other
Mod for Cities: Skylines adding measurement and snapping tools.
Home Page: https://steamcommunity.com/sharedfiles/filedetails/?id=445589127
License: Other
Displays the heading of the road relative to north (from start to end points). Toggle which angle snap is used with a button on the toolbar (default protractor) and then use CTRL.
Can you put a zip file of the mod here
the visual issue i'm talking about is that @asset editor your values are displayed without that black (tool-tip?) background like in-game, but i already mentioned that on your steam page a few weeks ago.
in personal priority i still suggest :
minor :
last but for challenge and awesomeness:
When holding shift, display the coordinates (north then east, in numbers of tiles) relative to the center of the map.
Infinite Grid: The normal grid of cells, but centered on the middle of the map and aligned with the map. Toggleable by a button on the toolbar. Reset with a button on the toolbar. Hold ALT and click within another grid to realign the infinite grid to the other one. Hold ALT and click and drag to realign the grid manually, and ALT-right-click-drag to rotate it.
It would seem that PrecisionEngineering has some problems in combination with Traffic Manager in an odd way:
[PrecisionEngineering] Loading NetTool
thousands of timesConsequences of this bug, is that the fps drops significantly over time in the main menu when this is happening (perhaps because of all that loading?). Another thing to add, is that when this is happening, and you happen to open a window in the main menu (e.g. new game, tools, content manager, etc.) and try to close that, it throws the following exception without allowing me to close the window:
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075>
at ColossalFramework.UI.UIComponent.get_isEnabled () <0x0001c>
at ColossalFramework.UI.UIComponent.Focus () <0x0005a>
at ColossalFramework.UI.UIView.PopModal (int) <0x001aa>
at ColossalFramework.UI.UIDynamicPanels.Hide (string,int) <0x000f3>
at LoadSavePanelBase`1.OnClosed () <0x0006e>
at (wrapper dynamic-method) object.DynamicEventWrapper_OnClosed (NewGamePanel,ColossalFramework.UI.UIComponent,ColossalFramework.UI.UIMouseEventParameter) <0x00018>
at ColossalFramework.UI.UIComponent.OnClick (ColossalFramework.UI.UIMouseEventParameter) <0x000c8>
at ColossalFramework.UI.UIButton.OnClick (ColossalFramework.UI.UIMouseEventParameter) <0x0027f>
at ColossalFramework.UI.UIInput/MouseHandler.ProcessInput (ColossalFramework.UI.IInputTranslator,UnityEngine.Ray,ColossalFramework.UI.UIComponent,bool) <0x00bd1>
at ColossalFramework.UI.UIInput.ProcessMouseInput () <0x002ba>
at ColossalFramework.UI.UIInput.Update () <0x00055>
(Filename: Line: -1)
Trying to close it the second time seems to work though and prevents the exception from happening again.
I hope you can replicate the issue. I've nailed it down to Precision Engineering and Traffic Manager. Without Traffic Manager, Precision Engineering works fine.
Zone drawing is not displayed.
After establishing the pivot point, a free form road ignores the snapping flag (CTRL key). This is not the case for curved roads.
There seems to be a crash happening that might be caused by your mod :
========== OUTPUTING STACK TRACE ==================
000000013FF641E6 (Cities) Scripting::ScriptingWrapperFor
0000000004E0E68C (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Object:FindObjectsOfType (System.Type)
0000000004E0E5AD (Mono JIT Code) UnityEngine.Object:FindObjectOfType (System.Type)
00000000564BFBA9 (Mono JIT Code) UnityEngine.Object:FindObjectOfType ()
0000000056578E43 (Mono JIT Code) PrecisionEngineering.PrecisionEngineeringManager:get_NetToolProxy ()
0000000056578D1A (Mono JIT Code) PrecisionEngineering.PrecisionEngineeringManager:Load ()
0000000056578A89 (Mono JIT Code) PrecisionEngineering.PrecisionEngineeringManager:SimulationStepImpl (int)
00000000845D47BD (Mono JIT Code) SimulationManagerBase`2<object, object>:SimulationStep (int)
0000000056578A25 (Mono JIT Code) PrecisionEngineering.PrecisionEngineeringManager:ISimulationManager.SimulationStep (int)
0000000030551FC4 (Mono JIT Code) SimulationManager:SimulationStep ()
0000000004E908DB (Mono JIT Code) SimulationManager:SimulationThread ()
0000000004DD8BBB (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
000007FEE9284063 (mono) mono_set_defaults
000007FEE91D8399 (mono) mono_runtime_invoke
000007FEE9201767 (mono) mono_thread_interruption_request_flag
000007FEE92B68A9 (mono) unity_mono_method_is_generic
00000000771159CD (kernel32) BaseThreadInitThunk
000000007724B891 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
It's not a major issue as it doesn't happen all the time but I thought you might want to check it out.
I for some reason can't build the mod. Any know reason for why this happens?
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