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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.