Repository navigation
1.0.2.0 — Reworked editor UI, one way of picking everywhere
The biggest change since the move tool: every tool card, popup and pick gesture was redone so the
whole editor works one way. Nothing was taken away - a few things now live in a different place.
One way of picking
- Click / second click / double-click, in every tool. A click picks a point, a second click the
span between, a double-click the whole run. Another click near either end moves that end.
Smooth, Straighten, Divide, Ground, Parallel, Merge and Move all pick this way now (six tools each
used to have their own two-click variant). - Picks row: indicator and type lock. Each of those cards shows what the last gesture picked
(point / span / run / selection). Click a type to lock it - the others dull - and click it again to
unlock. - Spans follow the traffic. A span picked against a one-way road is turned round, and the route
between two clicks follows the road's direction; a route that only joins the points the long way
round is refused, on screen. - Ctrl selections in the chain tools (Smooth, Straighten, Divide, Parallel, Merge) must stay one
connected run, and become the tool's span. A plain click afterwards starts a fresh pick. - Move picks with a click and moves with a drag: drag a picked span or run to move the lot,
drag any other point to move just it. Its falloff is one rule: a single point has an adjustable
reach along the track; a span, run or run-shaped selection tapers from the grab to its own ends. - Merge is span pick, then one click on the other track (or a right-click when there is only
one). Ground also takes any selection, connected or not.
Popups and the tool card
- Popups for points, spans, runs and selections. Compact two-column buttons with icons, opened
clear of what they act on, draggable by the header. A box / circle / freehand / Ctrl selection in
Select mode opens a selection popup (move, clear, one-way or two-way, flip direction, primary or
secondary, delete). Direction and priority buttons offer the opposite of what is there and swap
after a click; on a point or span, one-way follows the road beyond the ends. Span and run popups gained move. - The tool card is the one place a tool's options live. Toggles light when on, choices sit side by
side, numbers can be typed, stepped or scrolled - the same controls on every card. The old
right-click "armed" popup is gone: a tool picked from a popup opens its card where the popup was. - Options that cannot apply are greyed, not silently ignored: falloff and disconnect exclude each
other, a scattered selection moves rigidly, Ground's level greys while snapping to terrain, Delete's
scope greys while a selection exists, Parallel's flow greys beside a two-way road. - The card stays where you put it (it used to jump beside each click), steps aside only when it
would cover your work, and has a pin to keep it fixed. - Esc backs out one step per press - typed number, dialog, popup, a tool picked from a popup
(back to the popup), pending action, selection, tool - and only then leaves the editor. - Move card regrouped into one flow: picks, action (move / offset), an options grid, the numbers
for what is on, then rotate pivot and snap to. Offset now honours copy (original stays, copy slides
out) and disconnect.
Tools
- Convert: direction and priority on separate rows, applied together in one click and one undo.
New reverse-way type (AutoDrive's reverse road); other way flips a one-way and keeps a
reverse-way a reverse-way. The editor's graph walks now see reverse-way links from both ends, so a
reverse-way run no longer falls apart. - Parallel: a flow choice beside a one-way road (same way by default, or opposite as a return
lane - it used to always lay the return lane). - Parallel / Siding side labels: left / right of travel on a one-way track; on a two-way track the
sides are named by where they lie on screen (left / right or up / down) and follow the camera. The
old labels were the wrong way round. - Straighten / Divide work along the route you picked instead of a fresh shortest path, so they no
longer change a different track than the preview showed, or take a run's end junction point. - Spline: "endpoints (shape)" is now spline direction (as clicked / reversed); the connection
setting is traffic (one-way / two-way / reverse-way). - Merge: a snap to setting - merged points no longer always drop to the terrain.
- Delete with a selection: right-click deletes it, Esc clears it; a left click no longer deletes
it by accident. - Name: names the point you clicked (not the one nearest the vehicle), refuses duplicate names,
and a blank rename clears the name. - Field loop: "tree clearance" is now obstacle clearance (it always covered poles, fences and
buildings too).
Field loop on ground plowed into one field
Field loop only ever found a map field's static boundary — by asking g_farmlandManager which
farmland owns the cursor's position, then reading that farmland's field. Plowing the gap between
two separate map fields to work them as one was invisible to that lookup: it was still answering
"what map field owns this spot", which doesn't change just because the ground between two of them
got tilled.
Field loop now traces the actual tilled-ground edge from the cursor position first, instead of a
static boundary, so a plowed-together gap is just part of the contour — a from-scratch boundary
walk built directly on FSDensityMapUtil (a base-game global), no other mod involved. Falls back
to the map-field lookup if the trace finds nothing. A new detect custom field toggle on the
tool card (on by default) switches back to map-field-only for isolating a report.
Also new: an avoid obstacles toggle on the same card (on by default) that skips the
tree/pole/fence/building detour entirely, for a field where the obstacle check keeps flagging
something that isn't really in the way.
Field loop also now handles a field a lane splits into disconnected tilled patches on its own,
with no extra clicks: the live scan can only ever return the one piece a click lands on, so it now
auto-discovers any other patch within combo gap of the first (a new field on the card, default
8m — this is a real per-map tuning knob, since distance is the only signal available for "the same
field, split by a lane" vs. "a different field across an actual road"), finishes each one through
the normal offset/tree-avoidance pipeline on its own, then splices the finished boundaries into the
single course that actually gets placed — one click, one course, crossing the lane instead of
leaving two separate loops for you to connect by hand. The bridge point between two patches is now
also chosen to never cut across either patch's own interior, not just whichever pair happened to
be closest, and a final pass over the finished loop drops any point where the path folds sharply
back on itself — a spike, not a real corner — whether that came from a splice or anywhere else in
the pipeline. That same pass now also drops a "compressed outlier": a point turning sharply AND
sitting unusually close to a neighbour, the signature of a stray pipeline point rather than an
intentional tight corner. The corner-rounding math also never uses a turning radius under 5m, even
if the tool's turning radius is set lower, and the minimum spacing between any two points on the
finished loop (1.0m, corners included — hand-tunable via fieldLoopMinPointSpacing in
modSettings/FS25_ADFlyoverEditor/settings.xml, no tool-card control for it) is now actually
enforced everywhere rather than only away from corners.
Also
- The game HUD is switched off while the editor is open (the vehicle and Precision Farming panels
used to draw over it); the minimap is drawn by the editor so it stays. - The panel's settings keep ui scale, theme and accent; everything else is in the settings dialog
(more settings... or the gear). Drag the panel's bottom-right corner to resize the whole UI. - The map marker texture is compressed (no more "raw format" performance warning).
- German translations throughout.