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Releases: CitiesSkylinesMods/TMPE

11.6.4

25 Jan 10:53
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Released 25/Jan/2022

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11.6.3 TEST

23 Jan 20:43
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11.6.3 TEST Pre-release
Pre-release

Released 19/Jan/2022

  • [New] What's New panel #118 #1284 (krzychu124, aubergine18)
  • [Mod] Incompatible: Traffic++ V2 - ancient mod, breaks game #1287 (aubergine18)
  • [Fixed] App mode detection #1290 #1289 #1286 (krzychu124)
  • [Fixed] Versioned atlas to ensure textures load properly #1281 (kianzarrin)
  • [Updated] Speed Limits manager for asset editor and mods #1277 #1285 (kianzarrin, krzychu124)

11.6.2 TEST

08 Jan 02:26
1b691d4
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11.6.2 TEST Pre-release
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Released 8/Jan/2022

Added:

  • New Speed Limits UI #1168
  • Road sign themes reloadable + Canadian signs #1215
  • New countries for speed limit designs #1260
  • Apply default speed limits to all elevations #1233
  • More API methods #1209

Fixed:

  • regression: Auto TTL should set-up dedicated turning lanes properly #1242
  • fix position of lane arrow tool for different resolutions. #1237
  • update routings after modifying dedicated turning lanes policy #1236
  • checkbox label text wrap for some very long options #1232
  • update SPEED_TO_MPH constant to correct value #1224
  • fixed JRM transparency #1217
  • U-turn policy on T junctions #1212
  • routing manager lane connection check #1210
  • recalculation after lane connection remove #1199
  • priority signs tool not working #1189
  • improved lifecycle of TMPE tool #1188
  • Trains are not counted as waiting at timed traffic lights at rail junctions #1184, #1173
  • update UUI version #1182

Updated:

  • mod compatibility: Replace hardcoded CitizenUnit buffer limits with buffer size detection #1192
  • mod compatibility: Incompatible detector improvements, CSMultiplayer marked as incompatible #1196
  • code clean up: Netutil cleanup #1273, Sl-cleanup #1275, Static texture classes are now proper CustomManagers #1265
  • performance improvements: GetNode/Segment -> ToNode/Segment #1202, Refactoring/buffer to extension methods #1203, Converted almost all .m_segments.m_buffer[segmentId] calls to segment… #1204, Removed NetService and the GameBridge stuff #1194
  • improvements with regards to memory efficiency, performance and overall code readability (Removed the ProcessCitizen and the CitizenHandler #1169, Switched from CO.IsFlagSet to Kian's IsFlagSet. #1186)

11.6.1 TEST

08 Jan 02:11
31a626b
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11.6.1 TEST Pre-release
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Released 14/Oct/2021

  • fixed: cannot setup timed traffic lights on monorail nodes (#1160)
  • fixed: despawn off not working as expected (#1148)
  • updated: minor performance, memory efficiency improvements (#1161, #1162, #1164, #1165, thanks Egi)

TEST 11.6.1.481 21/Sep/2021

  • fixed: reduced garbage memory generation (#1159, thanks Krzychu)
  • added: UnifiedUI mod integration, configuable in the mod options (#1153, thanks Kian)
  • added: GUI scaling for Traffic Lights and Speed Limits GUI (#1152 #1157, thanks Kian)
  • added: configurable TMPE.log path (#1151, thanks Kian)
  • updated: internal performance improvements to lane iterations (#1156, thanks Egi)
  • updated: internal changes in handling invalid segments (#1154, thanks Egi)
  • updated: internal changes to building service ($1150, thanks Egi)
  • updated: performance improvements to Speed Limits GUI (#1149, thanks Egi)

TEST 11.6.1.40617 25/Aug/2021

  • fixed: Comunity Content Pack detection (latest DLCs - Train Stations and Bridges & Piers)
  • fixed: incorrect height of vehicle restriction overlay when clicked on the water dam,
  • fixed: refreshing dedicated turning lanes after loading a savegame,
  • fixed: custom path-finding initialization and patching - rewritten execution flow,
  • updated: internal changes to speed limits code as part of changes required by new Speed Limits UI

TEST 11.6.1.36187 10/Aug/2021

  • added/updated: Indonesian translation, updates for other languages,
  • added: first version of Notifier API for use by other mods,
  • fixed: infinite loop when using shift modifier while changing speed limits,
  • fixed: overlay transparency and UI opacity settings,
  • fixed: half-segment detection when using lane arrow tool,

11.6.0 TEST

08 Jan 02:06
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11.6.0 TEST Pre-release
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11.6.0 TEST - released 17/Jun/2021

  • updated: custom PathFind performance improvements, lifted limit of threads for 8t+ CPUs, reduced simulation thread sleep multiplier for long pathfind queues,
  • fixed: rare bug preventing calculation of segment lane routings (invalid node/segment connection - unknown cause)

TEST 11.6.0.36640 8/Jun/2021

  • updated: lane connector tool improvements (new shape, changed interactions in over/under-ground mode) (#985, #282)
  • updated: performance improvements in network flag detection (#1118, thanks Kian!)
  • fixed: vehicle/cim path invalidation after loading savegame (#1117)
  • fixed: reloading textures with translation (Chinere priority signs/TTL) (#1121, #1099, thanks @TianQiBuTian for spotting the issue)

TEST 11.6.0.40592 28/May/2021

  • hotfixes for Barges(Cargo Ferries)
  • hotfixes for Movable Bridge
  • unified alternative path position with 81-Tiles

TEST 11.6.0.35926 16/May/2021

  • Full migration to Harmony - slight performance decrease
  • Map/Asset/Intersection Editor support
  • MoveIt copy&paste support (TimedTL not supported yet)
  • Added: Priority signs - added Chinese textures (thanks TianQiBuTian!) (#1081)
  • Added: Pedestrian crossing - no double crossing policy (thanks Kian!) (#936, #1003)
  • Added: Dedicated turning lane policy for bus lanes (#1102, #1104),
  • Added: Undo features for roundabouts and priority roads (#863, #860)
  • Added: Roundabout setup - speeds based on road curvature (thanks scottmcm!) (#863, #793)
  • Added: Roundabout setup - ban parking in/near roundabout (#863, #578)
  • Added: Roundabout setup - allow/disallow enter blocked junction (#863, #578)
  • Improved: Shift+Click speed limit on whole roundabout (thanks thebugfixnet for idea!) (#920, #869)
  • Improved: GenericObservable - use locks; re-use existing list to reduce gc (thanks egi!) (#909)
  • Improved: Parking AI and Pathfinder use cached spiral grid coords (thanks egi!) (#906)
  • Improved: Bezier accuracy of lane overlays (thanks MacSergey for spotting!) (#932)
  • Improved: Lane Connector tool performance (thanks egi!) (#1085)
  • Improved: Compatibility with BloodyPenguin's Barges mod (#1103)
  • Fixed: PostVanAI compatibility with 81 Tiles mod (#943, #895)
  • Fixed: Stay-in-lane for MOM mod metro tracks (#919)
  • Fixed: TMPE state changes after using free camera mode (thanks Biffa for spotting!) (#938)
  • Fixed: Typo in priority roads tooltip locale id (thanks TianQiBuTian!) (#904)
  • Updated: Icons for RoadSelectionPanel to optimized 8bit (thanks Chamëleon!) (#984)
  • Updated: Spiral grid coords caching to reduce gc and improve performance (thanks egi!) (#906)
  • Updated: Simplified spawn/despawn patches to Harmony prefixes (#943, #921, #864, #462)
  • Updated: Improved Harmony error reporting (#933)
  • Updated: Translation update - new languages: Arabic, Thai, Slovak

11.5.2-hotfix2

27 May 17:50
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11.5.2-hotfix-2 (27/May/2021)

  • Barges(Cargo Ferries) mod integration - spawn cargo ferries fix,
  • 81-tiles changes,
  • Traffic Lights bugfix (change flags at Untouchable node) - compatibility with Movable Bridge mod

11.5.2-hotfix1

12 May 20:52
1b4c437
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11.5.2-hotfix-1 (12/May/2021)

  • compatibility hotfix for new BloodyPenguin's mod
  • fixed issue with cargo trucks ignoring lane routing,
  • corrected BufferItem.VehicleUsed cast
  • bumped current game version
  • fixed old bug - outside connection detection (already fixed in master via transpiler)

11.5.2

09 May 12:45
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11.5.2 (09/May/2021)

  • compatibility hotfix for new BloodyPenguin's mod

11.5.1-hotfix1

22 Dec 19:45
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11.5.1-hotfix1 (21/Nov/2020)

  • fixed issue with mouse right click button closing the main menu instead of undo to the tool selection state (#1037).

11.5.1

19 Nov 20:54
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11.5.0 Labs with some notable fixes and improvements:

  • Added: Right + Click to close main menu or exit current tool(thanks HypoSim) (#1014 , #1032 )
  • Added: Shift + Click - apply speed limits to entire roundabout(thanks Kian) (#920 )
  • Fixed: Floating vehicles when ParkingAI is off (#993 )
  • Fixed: CalculateCorner() NullReferenceException if one of the road network assets was missing on savegame load