I've tried out something new performance-wise, basically trading out GPU memory for performance, so if you experience any crashes it might be out-of-memory stuff, please let me know! Conversely, you can also tell me if the game is running much better now! :D
Fixes
Smaller Computer collision boxes
All furniture no longer needs repair or IT support due to never degrading
Add angle relative to grid when placing first wall edge
Reduce far clipping plane, fog distance and bounding area in first person mode to avoid z fighting issues
Pathfinding issues, heuristic not taking into account where it's coming from
Fixed patent lists not sorting name and software correctly
Employee miniature not showing properly in wage negotiation menu
Employees sitting backwards on bench
Optimizations
Standardized furniture material to enable batching all furniture in one draw call
I've tried out something new performance-wise, basically trading out GPU memory for performance, so if you experience any crashes it might be out-of-memory stuff, please let me know! Conversely, you can also tell me if the game is running much better now! :D
Fixes
Smaller Computer collision boxes
All furniture no longer needs repair or IT support due to never degrading
Add angle relative to grid when placing first wall edge
Reduce far clipping plane, fog distance and bounding area in first person mode to avoid z fighting issues
Pathfinding issues, heuristic not taking into account where it's coming from
Fixed patent lists not sorting name and software correctly
Employee miniature not showing properly in wage negotiation menu
Employees sitting backwards on bench
Optimizations
Standardized furniture material to enable batching all furniture in one draw call
I've focused mostly on bug fixes and optimizations for this update.
Changes
You can now use <!-- something here --> 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
I've focused mostly on bug fixes and optimizations for this update.
Changes
You can now use <!-- something here --> 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