Hello respected community!

There is a new update for Mashinky. As promised, I keep updating experimental branch and once seems to be stable, merge it to default.
New content / features from the experimental branch:
- Walls modification according to road presence
- Decorative upgrades for your stations (it is rather proof of concept, more will occasionally follow)
- Fixes for pathfinding (when using waypoints and force load / unload as well as some special cases)
- Optimizations for rendering
These are rather small updates for you, since we are working on some major era #4 features and content. One of them (second track type) will come even before era #4 release, so stay tuned.
Full changelist:
- Added: 3 new decorative upgrades for a station
- Added: Third wall type
- Added: Platform walls & Possibility to change walls elevation
- Added: New tab in stop window with decoration upgrades
- Added: Stop upgrades displayed in multiple columns according to window width
- Added: More performance markers
- Added: Performance dump enabled when "perf" command line param
- Added: Performance for script commands including script name
- Added: Possibility to render text with shadows
- Added: Commandline arg "perf" (enable performance dump), "aidbg" (ai debug visualization)
- Modified: When place depot, tool is disabled and depot window opened
- Modified: If not alternative wall, use default
- Modified: After manual turn around, train does not check available path
- Modified: Improved AI debugger
- Modified: Changed default start tokens and max loan from 1000/1000 to 2000/5000
- Modified: New texts
- Modified: Better track removing
- Fixed: Train will not turnaround when timeout on signal, but it is not bettre to turn aroung
- Fixed: Pathfinding issue with 2+ stations route
- Fixed: Waiting on green semaphore
- Fixed: Train turnaround rare issues
- Fixed: Modding track types
- Fixed: Distant shadows
- Fixed: Depth of field
- Fixed: Shadow pixel stability
- Fixed: Pathfinding bug when using Full Load / Full Unload commands
- Fixed: Script performance log showing proper script names
- Fixed: Road automatic elevation when road climb up the hill towards gate
- Fixed: Starting editor does not change sea level preferred value
- Fixed: Shadows invalidation in the first frame after load / generate(edited)
- Fixed: Waypoints
- Optimized: Terrain shadow casting
- Optimized: Towns updating
There is also one known issue with road connections, but I am working on this already ;)
Best,
Jan
