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v2.10.1

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@santiandrade santiandrade released this 03 Sep 22:44
· 16 commits to main since this release

Fixed

  • Traffic light validation now matches what the builder actually places. The validator asked for
    a Traffic Light prefab only on a grid larger than 1x1 (or a custom shape containing a full 2x2 of
    cells), while CityGeneratorTrafficBuilder has signalled every intersection with at least 3 real
    arms since SPEC 11 — so a 1xN/Nx1 grid, or a custom shape with a T-intersection, passed validation
    with the prefab left empty and then failed generation with a NullReferenceException from
    instantiating a null prefab. Both sides now share one predicate
    (CityGeneratorTrafficBuilder.HasSignalledIntersection), pinned to the builder by
    SignalledIntersectionAgreementTests. The requirement is independent of Include Traffic, since
    the lights are generated even with traffic off.
  • The Pedestrians tab's "isolated blocks" warning used that same stale rule and so wrongly claimed a
    1xN/Nx1 city had no crossings (a 1x2 city actually gets 6 lights, 6 crossings and a single
    connected pedestrian component); it also ignored Custom Grid entirely. It now asks the shared
    predicate and covers both grid modes.
  • "Set Current Selection As Default" silently dropped the Custom Pedestrians list. The generated
    defaults file rebuilt every other card but omitted settings.customPedestrians entirely, so saving
    a selection as default and then resetting the window lost every custom pedestrian entry. The writer
    now emits the list, including each entry's node selection and its graph fingerprint — without the
    fingerprint a restored entry would look stale against a graph that hasn't actually changed.

Changed

  • The bundled default settings now ship with two Custom Pedestrians entries (a Dog and a Cat from
    DefaultAssets/Prefabs/Pets/), each confined to its own hand-traced area, so a fresh install
    demonstrates the Custom Pedestrians card out of the box.