Hi all
Today I moved build 306 from the beta branch onto the stable branch. It's been a productive week, so this includes some various bug fixes and stability tweaks and a few other things besides.
Most notable is that I removed permanent floor on station generation, to allow more flexible building at the start, and to remove the messy crosshatch floor. There are also more options for unlocking tech tree and infinite money in network mode. Please note you can disable Terrain (rocks/water) in Station or network mode if you don't like them getting in the way of your perfect design!
Build 306:
-remove permanent floor in new maps. The idea behind the permanent floor was to act as "carrot" to the rock's "stick". I.e. an incentive to build your station in a certain shape should you wish, and to save money by doing so. However they have probably ended up just being a bit confusing and irritating to many. Not to mention slightly messy having the crosshatch on them, so I have decided to just remove them. Maps will start with floor as before, but it is not permanent and can be sold should you wish.
-add additional file checks to prevent playing any game mode without proven ability to write to save folder
-correctly reset commuter count between stations. I have had 2 reports of commuters not entering stations when expected. This should resolve that. If you notice any problems though please let me know.
-added track extending/reduction
-default autorest on new staff
-network sandbox infinite money fix
-network tech unlocked fix
-network all train stock available when tech unlocked fix
-starting a new network should correctly redefine tech tree, eliminating a risk of not having the full tech tree if you had just run a legacy campaign before starting new game (some games were missing toilets)
-fix toggle tech gate/unlock
-can toggle infinite money in network sandbox world generator
-can toggle gated tech in network sandbox world generator
-can unlock all tech from the start in network sandbox world generator
-can toggle commuter behaviour in network sandbox world generator. When off commuters will not react to anything therefore this is the purest sandbox experience, ie. no litter, vomit, anger etc
-rep penalty for movement is a round number
-add rat trap to tech tree in new games. Accidentally missing for a few updates now. Need to start new network/station sandbox to add to tech tree.
-correctly saves/loads lose win condition option in network game
Aside from this, the beta branch now contains build 307, which tests editing tracks. This allows you click and drag the end of tracks so you can extend/reduce them easily without selling. Beta testers, your help is invaluable, please let me know you findings with the usual bug form if you notice any problems.

Build 307:
-Re-instigated editable tracks
-Minor alteration to default and max singlesandbox dimensions
