Releases: CitiesSkylinesMods/TMPE
Releases · CitiesSkylinesMods/TMPE
10.18
10.17
- Introduced new versioning scheme (10.17 instead of 1.10.17)
- Synchronized code and version with stable version
- Updated russian translation (thanks to @Vitalii201 for translating) (#207)
- Updated list of incompatible mods (#115)
- Removed stable version from list of incompatible mods (#168)
- Turn-on-red can now be toggled for unpreferred turns between one-ways
- Improved train behavior at shunts: Trains now prefer to stay on their track (#230)
- Fixed and optimized lane selection for u-turns and at dead ends (#101)
- Parking AI: Improved public transport (PT) usage patterns, mixed car/PT paths are now possible (#218)
- Bugfix: Parking AI: Tourist cars despawn because they assume they are at an outside connection (#218)
- Bugfix: Parking AI: Return path calculation did not accept beautification segments (#218)
- Bugfix: Parking AI: Cars/Citizens waiting for a path might jump around (#218)
- Bugfix: Vanilla lane randomization does not work as intended at highway transitions (#112)
- Bugfix: Vehicles change lanes at tollbooths (#225)
- Bugfix: Path-finding: Array index is out of range due to a race condition (#221)
- Bugfix: Citizen not found errors when using walking tours (#219)
- Bugfix: Timed light indicator only visible when any timed light node is selected (#222)
1.10.16
1.10.16, 24/02/2019
- Gameplay: Fixed problem with vehicle despawn after road upgrade/remove (thanks @pcfantasy for implementation suggestion)(#86, #101)
- Gameplay: Fixed problem with vehicles unable to choose lane when u-turn at dead-end (thanks @pcfantasy for implementation and @aubergine10 for neccesary tests)(#101)
- Gameplay: Fixed problem when user couldn't change state of 'Turn on Red' while enabled_by_default option not selected (thanks @Sp3ctre18 for bug confirmation) (#102)
- Gameplay: Added missing logic for noise density calculations (thanks to @pcfantasy for fix) (#66)
- UI: New icons for empty and remove_priority_sign settings (thanks @aubergine10 for those icons) (#75, #77)
- Other: Greatly improved incompatible mod scanner, added dialog to list and unsubscribe incompatible mods (#91)
- Other: Changed mod name in Content Manager to TM:PE
- Other: Discord server was set up by @FireController1847 - link in mod description
- Other: Fixed 'silent error' inside log related with "Esc key handler" (#92)
- Contribution: Added project building instructions and PR review
1.10.15
- Enhancement: Now you can use Escape key to close Traffic Manager without returning to Pause Menu (thanks to @aubergine10 for suggestion) (#16)
- Gameplay: Updated pathfinding with missing vanilla logic
- Gameplay: Tweaked values in CargoTruckAI path finding (thanks to @pcfantasy for improvement suggestion)
- Gameplay: Tweaked speed multiplier of reckless drivers to get more realistic speed range (thanks to @aubergine10 for suggestion) (#23)
- UI: New icons for cargo and passenger train restriction (thanks to @aubergine10) (#17)
- Translations: Simplified Chinese translation updated (thanks to @Emphasia for translating)
- Other: Added notification if user is still subscribed to old original TM:PE
- [Experimental feature] Turn on red (thanks to @FireController1847 for implementation and to @pcfantasy for source code base)
1.10.14
- Bugfix: Added missing Car AI type (postVanAI) - now post vans and post trucks are assigned to service vehicles group
- Bugfix: Vehicles doesn't stop when driving through toll booth - fixes toll booth income too
- Bugfix: Cargo Airport doesn't work (Cargo planes not spawning and not arriving)
- Updated Polish translation
- Updated Korean translation (thanks to @toothless FLY [ROK]LSh.st for translating)
- Fixed Mod Options layout (text label overlaps slider control if too wide)