Dear respected community,
While working on another content (several new vehicles and the next era), I want to improve the gameplay and tools as well to make your play sessions a bit more pleasant. Thats why I am introducing what I call Usability update for you.
Aside to huge optimizations (especially when running game with maximum speed), there are several new features, so let's go through them briefly:

Automatic terrain leveling while laying rails
This feature is a bit similar to what tunel tool or stamp tool are already doing: When you lay rails where the terrain is not suitable, the tool will offer you small terrain changes to satisfy needs for that track piece.
It uses only small terrain changes and only when there is no possible path available, so the challenge is still there. You can't just lay track over the mountains without thinking about terrain. At the same time, it saves a lot of time switching to terrain tools and back to rail while "trying" to find situations where it allows you to do what you want.
Thanks to this feature, I've added also new tab into setup window so you can turn off/on these features at any time while in game.

Automatic signal type
I've seen for so many times and in many youtube / twitch streams that using our signal types (block / chain, one way / two way) is not always that easy so I am still trying to make it more intuitive.
There are several great tutorials, like for example the one from Psojed https://steamcommunity.com/sharedfiles/filedetails/?id=1160952202, but this is unfortunatelly not enough.
The next step I wanted to try in regards to make using of our signals easier, is to detect situations where some specific signal type (block or chain) is needed and either show some warning or even better: help the player with choosing the proper signal type directly. So there is this Automatic signal type tool available.
I know this will kind of polarize our community the same way as it polarized me and Walking Wad (who helps me with the design and scripts). Originally he was strongly against it, but since he tried it, he now supports this idea a lot as I do.
As always, you may enable / disable any time while in game.

Signal block overlay
If you decide to not use the Automatic signal type, do not worry, there is one feature that may still helps you with signals. It is another overlay, this time it shows signal blocks (under the cursor) and it also detects if this block is either occupied or if it has some issue to solve (like there is no exit or entry to that block etc.)
You can activate this overlay by selecting any of signal type and hovering over the existing track. In the future, I would like to add special window controlling all overlays easily.

Industry type overlay
Another new overlay shows industry type as well as wagon cargo type. It works with any zoom level and easily highlights what you are looking for. It also highlights specific industry type name in bottom screen edge while hovering over the building.
I will keep improving overlays but let me know any related ideas so we can make it the most useful together.

Terrain height overlay
Another overlay is focused on terrain shape. While zooming and rotating terrain, you can easily lost sense of actualy terrain shape or you may wonder in what height is the town you are laying track to etc. For making this a bit more intuitive, there is a new overlay showing terrain altitude via colorization.
You may (as all other overlays) enable / disable this directly in toolbar.

Vehicle path overlay
Another improvement I wanted to do is to show where the train wants to go. AI path finding in my game is very dynamic, not binded to any sort of fixed routes, and each vehicle decide on each junction where it should go to reach destination as soon as possible based on actual situation, signals state etc. (while also checking it can continue to the next destination easily).
This caused a lot of confusing when train picks different path than player expected, so to help us understand the vehicle's "plan", the game will now show you the actual path of selected vehicle. This works also for implicit routelists (empty routelist so the train decide according to wagon types).
It is also animated and only destination stations are highlighted. It also shows the next destination path using a bit darker color.
When path cannot be found, it shows red path and the train / road vehicle automatically stops at the end of this red path.

Track or electrification ends
Last but not least is the new feature which visualize ends of rails or specific places where track electrification ends.
It helps to identify for example when you place junction, but the track end is misplaced so this junction is not connected. Originally you needed to zoom closer to find reason why train cannot find path.
Thats all main improvements, but overall list would include pile of fixed bugs - hope I haven't introduced many new ones :). Sorry for writing such a long text, but this update deserves it I guess.
Thanks a lot for supporting the game, enjoying it, spreading the word about our trains and trucks world and for helping me by bug reporting. I am so much enjoying working on this game for the best community ever!
All the best,
Jan