Bug Fixes - Patch Notes
Tonight we are deploying a small set of fixes for some of the more common and severe issues that have been brought to our attention on the Default branch over the last couple of weeks. Still a ton more coming this cycle, this is more of a 'hotfix' of sorts, for general airworthiness improvements -- but we wanted to go ahead and get these fixes out to default sooner than later.
We'll have more for you soon -- and, as always, if you have any questions or feedback for us we'd love to hear it via any of our channels! Post on the forum, over on our subreddit, or even tweet at us if you prefer! :)
Thanks everyone!
We'll have more for you soon -- and, as always, if you have any questions or feedback for us we'd love to hear it via any of our channels! Post on the forum, over on our subreddit, or even tweet at us if you prefer! :)
Thanks everyone!
Patch Notes - November 16, 2018
- Increase max zoom distance slightly for any given map size
- Fix cancelling a piece-wise construction project could sometimes cause stuck workers
- Fix luggage task enqueue checking directional reachability instead of bidirectional
- Fix workers getting stuck trying to get to suspended-in-air supply piles
- Fix workers sometimes not falling into 'get unstuck' routine due to being 'sent home' too quickly
- Fix object warnings flashing too rapidly
- Fix sector generation thread safety lock-run, was allowing >1 re-generations at once which rarely caused corrupted sector state (stuck & clumping pax, strange behaviors, etc)
- Fix sector data pooling bug that caused RAM usage to continually increase
- Fix road reachability bug when road targets are shared by >1 object
- Fix lighting 'flash' each day at 20:00
- Fix road reachability matrix & caching when using one-way taxiways, optimizes same
- Fix several minor null references
- Fix rain appearing off screen when zoomed out
- Fix several needless RAM allocations within Pax AI routines
- Optimize nearest zone lookups
- Find nearest walkable area routine now runs on background thread
- Find nearest zone lookups now more accurately account for floor delta
- Revise thread-based state refresh systems into a shared state manager