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Suppose we want to describe a grammar that recognizes an alternating sequence of *identifier*s and `*`s (describing a glob pattern). The natural way to render this in a railroad diagram would be to ha…
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**Is your feature request related to a problem? Please describe.**
Railroads are need to be manually placed, but seeing what tiles have railroads is difficult. They are rendered under everything else…
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I've did a dirty conversion of the ec grammar to be able to generate a railroad diagram for it with https://www.bottlecaps.de/rr/ui see attached the resulting ebnf and the generated navigable xhtml.
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With gamescope:
![gamescope](https://github.com/ValveSoftware/gamescope/assets/23011428/7038a041-58bd-40c6-af62-462a3002fb5f)
![gamescope2](https://github.com/ValveSoftware/gamescope/assets/23011428…
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At any zoom level, main roads (like highways, freeways, motorways, expressways, etc) are hard to distinguish from other, secondary roads. They're all orange.
Because of this, and the mish-mash of g…
thany updated
7 years ago
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Would you consider adding proper railroad switches (T-junctions) that actually show the direction they are set to?
Also a nice buffer (railroad end block) that transmits a redstone signal when collid…
ghost updated
6 years ago
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Hi,
It's me again :D
I am noticing my trains are reaching really high speed according to the API, while they are not in game (comparing with the UI when driving/riding a train).
```
[
{
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Sometimes OsmAnd routes unsuitable ways.
There are no car road, only pedestrian can cross railway here: https://osm.org/node/6937749008
![image](https://user-images.githubusercontent.com/14617699/…
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Dash patterns for railroads are implemented in #476 as separate layers due to the math needed to compute the line width and dash array values. This math could potentially be represented by Maplibre ex…
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This pole is right by the short railroad bridge over Campbell Ave