How to Reproduce
In the following scenario, screenshot from iD editor:

There is a single way (highway=footway, footway=crossing) from node A through B, C, D, to node E. Nodes B and D are already correctly tagged as kerbs, as the iD editor also shows in the screenshot above. And yet, SC shows quests for the nodes A and E, which are (correctly) not tagged with kerb= at all, because it's connected to a highway=footway, footway=sidewalk way, and why would there be a kerb.
This quest caused me to make some "Determine the heights of kerbs" and "Specify whether kerbs have tactile paving" changesets, because I didn't see that a kerb was already tagged, but at a slightly different node.
This changeset (not in the screenshot) resulted in the footpath seemingly having four kerbs, the two original (and correct) kerbs, plus the two kerbs I just (accidentally) tagged.
I can DM you the actual coordinates, but would prefer to not make them public.
Expected Behavior
The result should be that no such changeset is made. I can see two approaches for that:
- Algorithmic: Detecting this scenario algorithmically and not even prompting for this quest would be ideal, but I don't know how that could possibly be done. Maybe something like this? "Walk the path towards the crossing, and search for other nodes with
kerb= set, and if any such exist, do not raise a quest marker"
- Visual: I think the simplest option would be to display all kerbs on the map, just like some other quests show nodes/ways that are relevant for orientation. This should enable the user to raise their eyebrows and notice that there already is a kerb here.
(Maybe there's a way to tag that the kerb is elsewhere? I have a feeling that kerb=no would cause other issues?)
Versions affected
SC 51.1, but it should also affect the latest master branch.
How to Reproduce
In the following scenario, screenshot from iD editor:
There is a single way (
highway=footway, footway=crossing) from node A through B, C, D, to node E. Nodes B and D are already correctly tagged as kerbs, as the iD editor also shows in the screenshot above. And yet, SC shows quests for the nodes A and E, which are (correctly) not tagged withkerb=at all, because it's connected to ahighway=footway, footway=sidewalkway, and why would there be a kerb.This quest caused me to make some "Determine the heights of kerbs" and "Specify whether kerbs have tactile paving" changesets, because I didn't see that a kerb was already tagged, but at a slightly different node.
This changeset (not in the screenshot) resulted in the footpath seemingly having four kerbs, the two original (and correct) kerbs, plus the two kerbs I just (accidentally) tagged.
I can DM you the actual coordinates, but would prefer to not make them public.
Expected Behavior
The result should be that no such changeset is made. I can see two approaches for that:
kerb=set, and if any such exist, do not raise a quest marker"(Maybe there's a way to tag that the kerb is elsewhere? I have a feeling that
kerb=nowould cause other issues?)Versions affected
SC 51.1, but it should also affect the latest master branch.