Garbage update release trailer
Change log for this update:
Garbage
- Highest building levels produce garbage
- Station having too much of a garbage produces garbage area around
- Garbage area limits some town building functionality
- Player can transport garbage out of a town (and either stack in land fills or use in recycling plant or incinerator upgrade near coal power plant)
- Added 2 garbage trucks and 2 garbage wagons
- Garbage area is also visualized over buildings and infrastructure (littered trash all around). This can be turned off in setup.
- Disabled buildings are now visually abandoned. This can be also turned off in setup.
Quality of life
- Disabling rules in buildings (in multiplayer, it affects only your company so others can still benefit from these rules)
- Rotation / movement cursor (compass and relative position in map tile)
- Filters in industry overlay, showing producers and consumers easily.
- Stars where new items (buildings, wagons, locos, track types etc.) appear
Rendering
- TXAA, temporal antialiassing improves edges and screen noise
- Anisotropic filtering, this makes textures appear sharper, more detailed.
- Sharpening post effect, automatically applied to compensate some TXAA smoothness. Also makes screen appear sharper
- Shadows in construction mode. This gives construction mode a lot more
plasticity and eye candies :)
Optimizations
- Precaching shadowing objects for render thread
- Improved Terrain frustrum culling
- Caching signals interconnections for faster update once cached
- Better frame profiller marks (allowing search for script peaks as well)
- Speed up loading a bit (by skipping reloading mods when not needed)
- Crash and performance wasting solved in building-rules-enabled checks
Fixes
- Vehicles stucked together
- Floating point in vehicle window engine running costs
- When station cargo rating drops to zero, no draining is applied until either: User disallow station from producing cargo or there is another station around having positive cargo and allowing station to produce the cargo
- Possibility to skip mod requirements when saving scenario in editor
- Improved trains path-finding ignores signals behind first destination (still need valid path to the second destination)
- Derailed trains / vehicles without reason
- Rare multithread crash when watching create or join company window while company value updated
- Crash when interacting with depot window
- Building rule is automatically disabled if no station around accepts products (this way you can selectively enable / disable building rules)
- Fixed missing map icon when train has no name
- Sometimes placing signals tool doesn't show arrows properly
- Showing cargo amount in building/stop part
- Electric wires rendering
- "Useless vehicle message" can be agregated
- Wall under the food shop
- Snow mask consistency between hipoly and lowpoly
- Added possibility to skip Splash window forever
- Default first signal is one-way (except easy difficulty)
- Path highlight on proper road side (mostly on bridges)
- Road sharp step issue when road connected to a bridge
- Snow mask on road suspension bridge and rail steel arched bridge
- Building model also change when limited by garbage to visualize the issue
- Icon above building (in town overlay) and building info window showing limitation by garbage
- Luxury upgrade tip not visible until proper era
- Loading of stations not having a single tile will disable them (some rare mods on/off circumstances)
- Highest level of city buildings and luxury areas moved to 6th era
Gaming