I've focused mostly on bug fixes and optimizations for this update.
Changes
- You can now use to add comments in mods
- Buildings now cast shadows regardless of the floor you're on
- Ignore central heating and AC for rooms using other types of temperature regulating furniture
Fixes
- LOADS of random bug fixes
- HR used the current date instead of when employees are done with classes to decide when to send the next employee
- Windows and wall objects getting selected even though walls are down
- ETA in design document was wrong with more teams
- Can't select employees in outdoors areas if not on the same floor
- Cars will now match the speed of the car they're behind
- Outdoor areas affecting AC and central heating
- Old products randomly resurface 10-20 years after release and take over market
- Old companies survive for way too long
- Disabled temporal SMAA due to flickering at below 60 FPS
- Fix wallsegment autoscaling behaving weird due to floating point precision
- Fix picnic table width
- Employees will no longer take the bus to work if they have to wait more than two hours, so they can take the car instead if a parking spot frees up meanwhile
- Fixed CompanyType removal using Delete.xml in mods
- Fixed bugs in personality modding and personality pairing in general
- Added recursive dependency tree check to software loading
Optimizations
- LOADS of random optimizations
- Put dirt in quad tree to optimize all dirt operations
- Put trees in quad tree to optimize tree removal
- Reduce mesh polycount to improve dynamic batching
- Only have 25 shades of room darkness to enable dynamic batching
