We're happy to announce our next SimAirport live stream! And a bit of an extra treat today, too! ːsteamhappyː
Join us in this latest installment of the "fireside chat" dev live-stream! Get your burning questions answered, provide feedback on SimAirport, discuss ideas directly with the dev team, tell us what issues or quirks you've encountered, even discuss the meaning of life -- or just drop in to say hello! We'll even be talking a bit about our next game, [URL]SimCasino! ːsteamhappyː
Steam - or directly on this page, once the stream begins!
SimCasino Announcement!!!
We're happy to finally announce our second game - SimCasino! SimCasino is a tycoon-style management/builder game where you'll be tasked with building a casino/hotel empire. Endless possibilities, like its older brother, though this time in full-fledged 3D & with even more design/customization options! Made by the same team that brings you SimAirport, and with the same enthusiasm and community focus, we hope you'll be excited to build & manage your Casino empire when SimCasino releases later this year!
Wishlist SimCasino today! See SimCasino on Steam for details, screenshots, & the trailer!
Have no fear! There's still plenty more in store for SimAirport, too! We will continue dedicating full-time resources to SimAirport for the foreseeable future, and there's still more coming -- check out the Official SimAirport Roadmap to see what's in the pipeline currently!
Programming Streams
If you're interested in how SimAirport is made or just want to chat with us while we work on the game we're frequently doing programming streams, usually on the weekend. Those are not announced but following us on Twitch or subscribing on YouTube will notify you whenever we go live!
June 2020 Update
Welcome to the June 2020 update patch notes! This cycle brings a large selection of quality of life improvements, lots of fixes and behavior improvements, and a few major new features such as parking lots and gate policies. See below for the full details!
Developer Live Stream
We'll be hosting our typical fire-side live-stream this weekend, to answer questions and just have some fun with the community.
Ever wanted to create a massive plot of asphalt with a couple of squigly lines? You can now do so, and even profit from it!
Build modular parking lots around your airport, or even below it underground. Passengers will come in with a car and use the free spots (usually the ones closest to your dropoff) and catch their flights as usual. Later, the cars will be used by arriving passengers to get home -- and they have to pay the fee you've set in order to do so - be careful though, if fees are too high it's likely to discourage the usage of your parking lots!
Gate Policies
As gate control received a warm welcome there was also the question for more fine control, gate policies make it possible.
Gate policies replace the gate control system and can either be used as a drop-in replacement with nothing changed, or as a strong fine-tune control mechanism for your specific needs. Custom policies for remote or terminal gates or a specific setup for one terminal - you can choose precisely what the policies do and to which gates they are applied.
Small Tip: Policies can be applied from the gate control in the Operations Control Panel & on the selected-object menu after clicking directly on a gate, too!
Notification System
All new in-game notifications; keep an eye on the left side of your screen, just under the main menu button, and you'll occasionally see some icons popping up. This is the new notification system -- it will inform you if anything noteworthy happens in your airports, such as a fire breaking out or flights being canceled.
Hovering over the icons will give you additional information, and left-clicking will center the camera to the point-of-interest. Right-click on a notification to dismiss it.
Hiding Airlines from Saves
This one was highly requested, you asked for a way to remove airlines, and we went ahead and implemented it for you! Removing an airline isn't [I]completely
possible, there always needs to be at least a reference to it in a save since data for at least 30 days is saved (including flights and airlines), but we now allow you to effectively "perma-hide" airlines from all display locations if desired.
You can now hide any airline in a given save; to do so use the flight scheduler and click "Hide" on the airline you want to no longer see or depend on. Once hidden, the airline will no longer show up unless you enable the "Hidden" filter. Additionally, any hidden airline will be ignored if their definition is missing, meaning no "Missing Mods Detected" dialog if you hide them all!
Smaller Notable Changes
Added a "Random" option for sprites and a message for new players to let them know of the option to choose between "legacy" and "new" character sprites.
Added a sandbox menu, in sandbox saves it can be used to toggle real instant build, money (on and off) as well as immediately completing all research with a single click!
Reworked the LRT tracks in regards to pathfinding; agents will strongly try to avoid the LRT tracks and crosswalks can now be placed on the track to give agents a place for them to cross over the tracks.
Full change log
Fix possible "ghost taxiways" appearing when demolishing an under construction taxiway and add a save fix to remove them on load.
Fix underground fuel tanks can be placed inside foundation.
Fix fuel ports not checking if anything is underneath them (like foundation).
Fix agents possibly getting stuck in unwalkable space in low FPS scenarios.
Fix object selection distance normalization broken for far distanced objects.
Fix circles being shown for pax that have boarded an apron bus.
Fix critical construction bug where piles would not get delivered correctly in some cases.
Some minor code improvements.
Fix luggage task using a luggage car that has been sold.
Fix pax sometimes using wrong security zone ending up in wrong security "wing".
Update loading screen i18n to better show what the game is doing.
Fix outdoor luggage task not correctly saving / loading the amount of bags to transfer.
Fix road rendering above most objects and vehicles on -2.
Fix XL remote gates would not count towards unlocking airlines that require XL gates.
Fix reception zone not showing error in case the reception desk is missing.
Fix vehicles sometimes using side-roads that don't lead to the target.
Fix possibility for pax to get stuck behind a reception.
Fix pax using id check if the assigned downstream objects are not available.
Fix pax avoiding crosswalks instead of using them in some cases.
Fix LRT/Crosswalks block each other for construction.
Fix emitter reports (environment, info, PA) not updating when rotating the object.
Fix possibility for pax to get stuck on conveyor transitions.
Fix pax appearing on wrong floor when boarding an apron bus underground.
Fix search for languages using accents (i.e. in Spanish searching for "a" will also bring up "á" now).
Force construction materials to load earlier to not run into graphics issues in some rare cases.
Disable V2 agent renderer if GPU support is missing, use V1 as default in case only partial support is available & V2 when playing with full support for the needed feature set. Also improves the detection of GPU feature support.
Fix pax trying to choose close objects and possibly just sitting around when having to re-do security.
Fix for construction projects not correctly cancelling and leaving workmen stuck.
Fix edge case de-securing bug in case objects are inside a security zone and the only way to get to the security zone is via de-securing.
Add sandbox menu to configure some stuff in sandbox mode.
Add airline hiding system (will hide in airline list and from the "missing mods" dialog).
Add high penalty to walk over LRT tracks so pax avoid them.
Add the ability to place crosswalks on LRT tracks.
Add check to verify having at least one crosswalk on the LRT track (when trying to dismantle a crosswalk on an LRT track).
Add crosswalk on the LRT track on the starter airport.
Update gate control UI to allow defining Policies and applying Policies to gates.
Update all translation files.
Fix width of clothes display.
Fix several problems regarding the new sidebar in the main menu.
Fix non-build retail objects ordering stock.
Fix LRT station not requiring research to be placed.
Fix transport capacity graph including the LRT when it's researched but no platform was placed yet.
Fix security zones caching the same object multiple times (would mean too high numbers were showing on objects regarding assignments).
Fix loan interest estimate not updating in some cases.
Fix zoom to mouse.
Fix apron buses (the way they detect for when they drive to the gate got a rework, should mean no stuck buses anymore).
Fix remote bus pickups spawning pax on G even when placed underground.
Fix remote bus pickups working with staff doors.
Fix remote bus pickup always shows assign button on G.
Fix agents cannot pass security from one secure area to another secure area.
Fix zoom jumping when scrolling inside UI and then scrolling to zoom.
Fix subsectors not regenerating when placing objects.
Fix scrolling on macOS (and possibly Linux), should feel better now.
Add random option for legacy sprites and sidebar message informing new players of the setting.
Fix bug where shadows would not be removed when all buildings on a floor were removed.
Fix crosswalks not placeable underground and set snapping to 1 for easier placement.
Fix agents de-securing when trying to walk in a sector that is 'unknown' security status.
Add temporary fix for pax freezing when too many workmen try to pathfind (we're working on a long term fix in the upcoming cycle).
Fix LRT not able to spawn staff.
Add new notification system showing small bubbles for various things happening on your airport.
Fix fire trucks sometimes getting stuck in idle (they shouldn't get into that state but did so in some cases).
Fix pax using secure areas between insecure areas, to pass from a secure start to another terminal in case a connecting flight would need them to move out of the secure area.
Modding changes
Modding: PA speakers now use the angles defined in their configuration.
Modding: Fix modded PA amplifiers failing to check for a zone.
Modding: Fix crew chance modifier showing up as high number instead of a percentage.
Modding: Fix aircraft mod edit UI not showing correct values but placeholders when opening the UI for the first time.
Modding: Add POConfig_Crosswalk config - it's a crosswalk eh.
Modding: Fix custom cash registers not working in cafes.
Modding: Fix hangar vehicles spawning on level G even if the hangar is underground.
Modding: Fix retail cash register not working without staff even if it's configured to not need staff.
Modding: Add additional error logging for failed aircraft loading (now actually shows the underlying exception).
Modding: Fix demo spawn aircraft being below the taxiway.
Modding: Add sub-folder loading and enable i18n to use sub-folders as language selection.
Note for June 2nd: Small deploy to fix possible crash from logging in some rare cases - same build date, no other changes.
April 2020 Update
A little more than a month ago, SimAirport was cleared to land -- today we're bringing you several updates and numerous fixes to improve gameplay & increase overall stability for everyone.
We're also releasing some new features to the 'Edge' branch today -- and we've got more coming to the Edge branch this month, as well. Read below for the full details on these new additions and check out the Official Roadmap to see what else we have in the works!
Developer Live Stream
We'll be hosting our typical fire-side live-stream this weekend, to answer questions and just have some fun with the community.
We actually scheduled this update earlier than tonight but, as you may know, we encountered several stability and platform-specific issues that caused us to run behind schedule. We had two primary code issues: the way we log messages, and our Steam integration code. Both of these are now fixed alongside a number of smaller problems & gameplay bugs that have since been squashed. Check the change-log below for the full change details.
Edge Update - New Today & What's Coming!
We've been working on some new things, some of which are immediately available on the Edge branch -- stay tuned for additional features coming this cycle, too!
On Edge Branch Now:
Real instant build in sandbox mode.
Notification System to let you know of important things happening on your airport.
Coming soon: Additional 'Gate Control' capabilities to give you precision control!
Help us out by testing these features on the edge branch, for a detailed change-log of the Edge deploy see this post.
Thank you!
We'd like to thank you, especially in these hard times, for the continued support and help from you and all of the community. No matter what - bug reporting, modding or helping out other people on Steam, Discord or Reddit, we're thankful for your continued engagement and support! We hope to catch you on stream tomorrow, and hope everyone is & continues to be safe and healthy.
-LVGameDev Team!
Default - Full Change Log
Improvements
Update logos.
Update and improve Steam integration code.
Implement new logging system to prevent crashes with the old system.
Rework zoom levels and mipmap level selection (should significantly reduce tearing on textures).
Enable auto saves by default.
Add longer delay and startup argument for switching quality setting (you can now use "quality x" where x is a number from 0=Fastest to 5=Fantastic).
Add manual check for finding the workshop folder, the game will try to find the workshop folder in offline mode and load mods when found.
Modding: Added improved error handling for script mods, an exception in a script mod will now be logged and the mod will be disabled to not cause further harm or FPS issues.
Fixes
Fix issue where objects would never finish repair if they're down to 0% maintenance.
Fix sort order for underground roads, previously a taxiway on floor G was rendered above a road when viewing floor -1 or -2.
Fix auto removed planned walls setting is not using the correct initial value starting the game.
Fix trucks could get stuck unloading on road ramps in spawn blocked condition.
Fix planes not getting baggage loaded when PA speaker went missing.
Fix name updates overwriting a file in the Steam directory meaning Steam would always find one corrupted file on verification.
Fix recurring fuel order not updating the price basis.
Fix pax sometimes getting stuck when going to a bag scanner that is changing shifts to no workers.
Fix baggage claim only checking against the first pickup for reachability (now checks for all)
Fix several issues for old saves, now even more old saves can be loaded!
Fix time formats and add a new option for the 24 hour clock.
Fix issue where passengers and flight crew may de-secure and cycle security.
Fix pax sometimes using a longer path than expected after using a gate agent desk.
Fix ability to un-assign or remove remote bus stop if flights are scheduled for a gate.
Fix agents getting stuck outside on the apron in some cases.
Fix aircrafts sometimes choosing bad takeoff direction when loading in on a taxiway and choosing a different runway after loading vs before saving.
Fix legacy maintenance objects failing when loading old saves.
Fix auto foundation when placing objects in negative map space (i.e. west of the main road).
Fix notable properties for PA speakers.
Fix fuel UI showing 0% current storage with more than 0% fuel in storage.
Cleared to Land
SimAirport arrives after spending almost 3 years in Early Access! We are very excited to celebrate the transition to full release with you today!
Developer Live Stream
We'll be hosting our typical fire-side live-stream this weekend, to celebrate and answer questions, and just have some fun with the community.
We have enjoyed every minute of Early Access and we hope you have, too. We undertook some major transformations along the way, doing our best to embody what we felt Early Access should be all about. Although we encountered some turbulence initially, we hope you appreciate the many achievements along the way and that we delivered what you expected. It's truly an incredible difference today versus the game that released in 2017 (if you're adventurous, check out the archived 'beta' branches!). From the size of airports to massively increased passenger counts, new aircraft, the thousands of bugs squashed, hundreds of feature requests delivered, the arrival of multiple floors, Workshop & mod support, and so much more.
It's been an absolutely incredible journey, one of international proportions, and we hope you have enjoyed it as much as we have -- and we hope you continue to enjoy it, too!
This won't be the last update!
We started building SimAirport simply because it was the game that we wanted to play; that hasn't changed and there are still things we'd like to add, and it is likely that there will always be more things that we'd really like to add or improve further upon. That said, we feel extremely good about the state of SimAirport today; it may not be perfect, in fact it is not perfect, but overall we feel very good about the state of gameplay today.
Speaking More Personally: I've come to face the reality that I will never be completely happy with all aspects of SimAirport. There will always be aspects that I'd like to change, update and improve upon. And that is the plan -- we will continue to add features, release updates with improvements & additional content, and to continue supporting & adding functionality to the modding systems, bug fixes, and the like. There's a lot left that I'd like to do with SimAirport, and we'll do our best to do exactly that -- even if I probably won't ever be fully happy with it, even if it may never be perfect, it doesn't mean we won't strive for perfection regardless! :)
Do you want to immortalize yourself in SimAirport forever? Enroll today in the new Frequent Flyer program -- step up to the Platinum Diamond Gold Status and you'll be able to put your name-in-the-game PLUS access to 19 all-new objects and aesthetic variations created by our team. It's also a great way to show your support for SimAirport, and for the team here at LVGameDev. :) Become a Frequent Flyer Today!
Thank You!
Huge thank you to the community and all of the supporters who continue to make SimAirport's development possible, who keep it fun for us, and who have made reaching this milestone possible. While it's a small button-click for a developer, it's a giant and seemingly impossible OnClick event for a new game developer. If it wasn't for you, the community, we wouldn't be able to accomplish any of this -- and we certainly wouldn't have any fun, either.
We appreciate you all immensely and hope to see you on the stream this weekend! Thank you!! :)
Hotfix 1st of March 2020
We just deployed a small hotfix that solves issues where the game crashes when placing an escalator or pax have to repath a lot due to changing something (i.e. placing walls or objects).
Hot February Update Out Now!
We're back with another big update to help you continue expanding your airports. As a change of pace, this update even brings the ability to accidentally (or intentionally) burn your airport down, too!
We're gearing up to transition to "full release" status very soon -- so if you're on the fence, this is a great time to dive in! And don't worry, we aren't finished yet! We have more in store for SimAirport and you can expect continued updates into the future. :)
Huge thank you to the community and all of the supporters who continue to make SimAirport's development possible, and who keep it fun for us. Especially those of you playing the Edge branch, reporting bugs & keeping us on our toes, and just generally being engaged and challenging us. We appreciate you all immensely, and we hope to see some of you on the stream this weekend! :)
Developer Live Stream
As always with big updates, we'll do a live stream so come and join us for questions, suggestions or to just say hello!
When: February 15, 2020 @ 11AM PT / 20:00 CET Where:YouTube, Twitch, and Steam
Patch Notes - The Big Stuff
Fire!
A chef severely overcooked something, machine failure, a passenger throwing something hot into a trash can or you simply having some fun -- these are all possible ways to have a fire start in your airport! If a fire breaks out any work will be dropped and all nearby passengers and staff try to run out (avoiding the fire if at all possible) and they won't go back until the fire is extinguished. No need to fear, however! The local fire department is quickly called and will come out to get your airport back up and running. While on your land fire trucks may park on the public road but can also drive onto the apron side even using taxiways, however they will only park on roads so not to block the air traffic, having a good apron side road system that is connected to the public road system and some staff doors every so often will greatly improve your ability to fight fires! As fires expand in size they can burn things down to bare concrete, and as the severity of the fire increases the fire department will call for additional trucks. Fire begins small as simply heat and smoke, but can quickly increase in strength. We chose a moderate rate-of-spread that is rather realistic, based off of the 'fuel' available to it, but not too fast to overwhelm you. We have also added the ability to mod most of the key fire related elements, meaning the community can create mods to change the dynamics of fire-starting, the rate-of-spread, and more!
If you want to play with fire alone you can press either ctrl+4 or F4 and fire will be spawned at your cursor! Have fun burning down your airport! This is the first push towards random events, and if you'd like to have them happen in your save can toggle them in the options!
Gate Closure Setting
After completing Research, you can now set gates to close at a specific amount of time before departure. Once a gate is closed it will no longer take in any more passengers, even if the passenger is already in the Gate Desk queue -- the plane will depart. If you're the type of person who wants to run the tightest possible schedule then this may come in handy to get planes out on time, even if at the expense of a few hard feelings from your passengers (and Perfect Ops Bonuses!).
Large and XL Remote Gates
This update contains numerous fixes related to remote gates, as well as the two missing remote gate sizes: Large and Extra Large (XL)! The bigger brothers of the 'S' remote gate work the same but can accommodate the larger aircraft & allow more concurrent buses to service the gate, providing an extra efficiency boost to your shuttle bus operations. Make sure to always have enough buses on standby!
Configurable Tooltip Delay
A highly requested feature, you may configure a delay for tooltips in the settings menu.
Outdoor Passenger Relaxation & Relief Areas
Previously passengers would never run outside in a secure area to do stuff, this is to prevent them running around the apron to go from one terminal over to another. This has now changed, from now on pax can go outside into the secure apron side if you lay down some Sidewalk for them, you can use several objects outside and even some mod objects to give your pax a nice outside relaxing area!
Misc. Gameplay Additions and Changes
Update translations and added missing keys.
Rebuild base game atlases to 4k and applied compression (lossless) to allow more mods to be used at once.
Add ability for passengers to walk in outdoors secure areas that have sidewalks (i.e. pax will walk outside if it is secure & sidewalk; they'll not leave the sidewalk in outdoor secured areas).
Improved search in flight schedule, you can now search for airline and flight number!
Add on/off toggle for script mods (you can now disable script mods in Settings/ModSettings).
Added auto-foundation on the current level for conveyor transition and stairs/escalators.
Game now saves the immediate fuel on/off state.
Adjusted PA speaker frustration to compensate for more calls; HD amps boosted as well.
Added second taxiway planning color.
Improve performance of flight schedule UI, shouldn't be a hit to FPS anymore.
Lots of Bug Fixes!
Fix issue where the LRT may not spawn pax or only few pax and flights leave near empty.
Fix order in which pax are spawned for flights, earlier departures are now spawned with a higher priority (previously was more or less random).
Fix agents sometimes getting stuck on road ramps.
Fix agents sometimes getting stuck on corners in low FPS cases.
Fix ability to completely lock out traffic (if all traffic is blocked for some time workmen will spawn without a bus, car or LRT and supplies spawn at the delivery zone).
Fix aircraft gates cannot be placed on roads even if a road can be placed at the same spot if the aircraft gate was placed first.
Fix issues appearing with auto-foundation and modded Placeable Objects.
Fix airplanes getting stuck in some cases while maintenance is active on a runway.
Fix airplanes not using an available runway while one is under maintenance.
Fix repair projects not considered finished even though all tasks where done.
Fix workmen not unloading the supply truck if the truck is partially stopped on a road ramp.
Fix road ramps sometimes pulling in agents until they're stuck forever.
Fix baggage depot showing too many gates as possible candidates.
Fix placement validation if a second level is only partially used on an object.
Fix runway lights showing up as not build even when they are.
Fix agent colorization bug, agents are now way better saturated.
Fix stairs could be placed up and no foundation would be built if there was any material laid down (i.e. sidewalk).
Fix ticketing desks not operating when there's a connected segment but the desk isn't yet connected to a hub (will fall back to golf carts).
Fix remote bag scanners working while staff is on its way to the monitoring station but not yet looking at their monitor.
Fix grant/objective for airline satisfaction would take all airlines into account (should only calc for the ones that you are working with).
Fix escalator not used/valid when surrounded by security zone.
Fix loading/deserialize issue on some older legacy save game files.
Fix cash registers with one shared queue accepting only 1 passenger for the combined lot.
Fix baggage tutorial not correctly passing step 1.
Fix cafe objects capacity being shared over all objects of the same type.
Fix PA tutorial stating PA must be assigned to gates though it's now outdated.
Fix build menu not sorted when playing on any other language then English.
Fix apron buses sometimes waiting too long instead of driving off.
Fix road nodes not rendering when too many are placed on one floor.
Fix meetings getting cancelled due to late zone validation.
Fix crosswalks penalization, crosswalks are now favored over roads.
Fix planes sometimes ending up with negative pax spawned which lead the game to think it'd have to spawn more pax than needed.
Fix planes may show 100% boarded with some pax not boarded.
Fix conference rooms claimed with too few seats.
Fix cash register not showing up as required in cafes.
Fix airline interest using all airlines, now only shows airlines you serve.
Fix pax satisfaction including slight discomfort, now ignores slight discomforts in overall calculation (should increase rating on all airports slightly).
Fix runway light upgrade can be placed while another light upgrade is already queued.
Fix clothes display C was not working as product display.
Fix buses and LRTs may get stuck on really old saves.
Fix second bus for remote gates sometimes failing to come out and run the task.
Fix missing jewelry display C.
Fix edge scroll options On/Off were reversed.
Fix switching language may leave some objects on the old translation.
Fix current stock jumping to the next line when hovering over an object button in the build menu.
Fix endpoints of some objects (e.g. conveyor transition) could not be placed on belts in some cases.
Fix rare autosave and land expansion failure when the save folder doesn't exist
Fix fuel tanks sometimes not move/sell fuel when dismantled.
Fix pax would get stuck in walls in some cases when trying to get unstuck from a wall.
Fix underground roads can not be placed under placeable objects.
Fix lights on some gates have wrong position/size.
Fix information and environment emitter position issue on right facing objects.
Fix bags not deserializing correctly removing them on save load.
Fix zones outdoors loosing their text when switching to a higher level.
Fix aircraft may get stuck on a remote gate when a bus aborted its deplane task.
Fix maintenance sometimes stuck when partial repairs did not complete.
Fix remote bus pickup sometimes failing to detect doors due to floating point issues.
Fix remote bag scanners showing no staff when scheduled but not currently present.
Fix office zone and store zone could be used with no objects present.
Fix inconsistency when dismantling an upgraded object; upgrades will now dismantle too.
Fix conference room may not display an error when in insecure area but reachable by a reception zone.
Fix pax may get stuck when their fix position task ends up in a position that is not useable for a passenger.
Fix agents may get stuck if they stole an item inside the secure area and then left the secure area,
stealing is actually just a side-effect.
Modding related changes
Modding: Added new setting values: Checkbox, Dropdown, Label.
Modding: Added stepping and value format for the slider setting.
Modding: Added sort order for settings.
Modding: Fix creating an airline may overwrite an existing airline if the same random ID was rolled.
Modding: Fix security zones not working with modded Placeable Objects.
Modding: Fix transfer flow animation on baggage depot not using the baggage cars level.
Modding: Fix baggage cars driving into modded baggage depots.
Modding: Added scale and position to digital ad board so custom ad boards can be made, custom ads coming soon.
Modding: Fix OnRoads not working for underground roads.
Modding: Fix slider setting defaulting to show 1 instead of the actual value.
Modding: Implemented new SpritePacker, from now on the new sprite packer is used which can generate more than one atlas!
Modding: Fix missing reference for aircraft modding.
Modding: Fix modded hangars not working on -1 or -2.
Modding: Fix underground roads not checking for OnRoads property.
Modding: Fixed hangar menu to take up to 20 vehicle slots.
Modding: Added ability to save data using OnAirportSaving and OnAirportLoaded, be wise what you save as it is saved in the save and saves may get pretty big!
Modding: Fix construction materials not correctly saving and missing on load.
Modding: Fix construction materials not correctly rendering.
Modding: Fix VDF file failing to load paths on linux that contain windows directory separators.
Modding: Fix issue where the game state is cached and appears to always be on the loading screen.
Modding: Fix ATC Tower component not working with modded ATC Towers.
Modding: Fix staff limit not affecting how many staff one can schedule on an object.
Dev Stream & Fire-Side Chat!
We're happy to announce our next live stream!
Join us in this latest installment of the "fire-side chat" style dev live-stream! Get your burning questions answered, provide feedback on the game, discuss ideas directly with the dev team, tell us what issues or quirks you've encountered or are driving you crazy, even discuss the meaning of life -- or just drop in to say hello! ːsteamhappyː
This one is going to be special though! As you may have seen on the store page, we're collaborating with Green Gemini for some much-appreciated video content. And, on this upcoming stream, we're going to be live alongside Green, to give you some great content and answer as many questions as we possibly can! We look forward to seeing you then!
Steam - or directly on this page, once the stream begins!
Happy Holidays from the LVGameDev Team! From the entire team here at LVGameDev, and on behalf of everyone who is working on SimAirport -- we wish you all a wonderful, safe, fun, and magical holiday! Happy Holidays!
Developer Live Stream
Friendly reminder that we'll be live-streaming today starting at about 11:30AM Pacific!
Join us in this latest installment of the "fire-side chat" style dev live-stream! Get your burning questions answered, provide feedback on the game, discuss ideas directly with the dev team, tell us what issues or quirks you've encountered or are driving you crazy, even discuss the meaning of life -- or just drop in to say hello! ːsteamhappyː
Steam - or directly on this page, once the stream begins!
We hope to see you on the stream and we are looking forward to chatting with you while we try out some of the latest community mods! :)
Thank you!
Remote Gates, Full Mod Support, and Lots More!
Tons of great new features, content, and of course many fixes have arrived -- with the latest SimAirport update which we're releasing now! ːsteamhappyː
Developer Live Stream - 11/27/2019 @ 11AM
We will continue the live-streaming tradition to coincide with this big new update -- come and join us next week to ask questions, provide your suggestions, or even just to hang out and talk! :)
Remote Gates Remote gates are a new type of Aircraft Gate that can be located remotely, away from the terminal, and served by buses. Several new objects and vehicles have been added to accommodate the new functionality; here are the details of this new feature:
To start off you'll need an Apron Bus in a Hangar of your choice (it must be connected to the road or taxiway network still!).
Remote gates can be placed anywhere and do not require the usual terminal door, buses will drive onto it from the taxiway and will drive off using the taxiway or a road on the normally terminal side of the gate.
To transfer passengers you'll need a remote bus pickup, a structure that handles arrival and departure passengers for a remote gate, it'll need a road connection on one side and terminal on the other.
The bus pickup can be used with one or two doors, if you use two you can select which one will be used for arrival and which one for departure passengers.
Full Modding Support - Objects, Graphics, and Code!
It took a bit longer than expected, and there will almost surely be some additional APIs requested, but we're extremely excited to be releasing major new modding capabilities which have now tested for quite some time over on the Edge branch.
'Placeable Objects' mod support. You can create new in-game objects, add your own graphics, and do pretty much anything you want -- from simple "copies" of existing objects to objects that create entirely new mechanics.
Custom Code mod support. You can now load your own code and take advantage of APIs to run your own logic -- create new mechanics, give yourself unlimited cash, modify existing gameplay, and much more. Tons of possibilities!
Graphics / Texture Overrides support. It is now very easy to bring your own graphics and artistic creations directly into the game; you can quite easily replace any existing art to customize your experience.
All With Workshop Support! All of the mod functionality, both what was existing and all of the new stuff added in this update, is compatible with the Steam Workshop! You can easily share your own mods with the community, and play mods created by others!
Head over to the modding repo on GitHub where you can learn the basics and dive right in. We're always here if you have any questions or requests, too!
Multiple Dropoff & Pickup Zones
You can now place up to 3 dropoff and pickup zones; all zones will get their own bus. This means you can completely separate the two, without buses re-spawning if they only reached one zone. You can even add completely separated terminals with their own pickup/dropoff zones! Note: Upgraded buses do not spawn two buses per interval anymore! Make sure your transport capacity is high enough with these changes!
Queue Tools: Major UI/UX Improvements
Draw full queues in one "drag" -- no longer does it restrict you a straight-line per draw!
Queues now show "Head" and "Tail" as well as their length at each piece while drawing, should remove any confusion regarding where the start/end of the queue is.
Shift+Click with the 'Remove Queue' tool now removes the whole queue; no more following piece-by-piece anymore.
Full List - All Additions, Changes, and Fixes
Added a hint when hitting the maximum ownable area
Added several missing translations
Improved quick-select to be able to pick in-construction floor.
Added ATC callouts for landing and takeoff.
Added small remote gate and bus pickup.
Added warning for conference room to be behind a reception zone.
Airlines will now have a minimum trust unless their facility needs are not met.
Improved queue tool, you can now drag in any direction while making a new queue or extending an existing one.
Added shift+click on queue removal to remove the whole queue.
Modifications to entertainment/boredom effects for Electronic vending to make it more popular. Default price slightly reduced to also help.
PA Systems no longer need assigning to each gate, and announcements will be made to every speaker. They still require assignment to amplifiers.
Up to 3x dropoff and 3x pickup zones. One bus will be spawned for each of the zones, and pax will be much more intelligent in deciding which to get off that. This includes LRTs. May cause far away LRTs and dropoff zones to become unused. The distance is worked out based on how far away the nearest security zone is.
Upgraded Buses still doubles the capacity to 150, but no longer spawns a second. However, with the higher zone count you'll see up to 6 buses at once!
Improved escape mechanisms so stuck pax are less likely.
Added text to show speed of moving walkways.
Security zone error messages improved.
Limit the maximum number of passenger cars that can be spawned at once to help avoid endless traffic congestion.
Improved purchase chance on all products to increase sales, and balanced the attraction of them better to avoid rushes on candy and book stores.
Trains spawn pax up to twice as fast to improve traffic flow.
Improved pathfinding algorithm accuracy - you should see more pax using crosswalks and avoiding slower obstacles!
Fuel tanker trucks from the outside world are sped up when unloading at fuel depots. They also only spawn the amount of fuel needed for all
connected* fuel tanks.
LRT Station now shows "Requires Ground Floor" as a requirement when placing.
Distance calculations (which should include Dropoff-Terminal distances) take into account moving walkways as being faster or "shorter distance".
Schedule-staff objects stop using staff when they are no longer functioning.
Added an additional tooltip for the remote bag scanner. Advice: they work at their most efficient with up to 5 scanners connected.
Today's & yesterday's earnings
Today's & yesterday's staff expenses at that till
Many timed events end when they are supposed to more accurately. This makes a bigger impact at higher game speeds.
Increased the movement speed of all agents to 1.25x.
Added option to invert the mouse zoom and scroll direction in general settings.
Added new option for edge scrolling "Inbound only", when used, scrolling on the edge will only happen inside the game window, not when on another window
Disable shadow on high zoom level to improve FPS when overlooking a big part of the airport.
Added mipmap levels, this reduces the quality and increases the performance when looking onto your airport from a higher zoom level. We currently enabled up to 5 levels, let us know if you see any issues especially on the highest zoom!
Fixes, all the fixes
Fixed pax may end up on Fuel Pipes
Fixed and improved deboarding of the LRT, it's still crowded but pax will actually deboard towards the station
Fixed zones on level 2 could be selected from level 3 when no foundation is placed on level 3
Fixed in-construction objects not using the grey scale setting
Fixed maintenance projects would not repair the object when loading from a save
Fixed placeables could be placed on underground roads
Fixed baggage carousels (from above) having wrong connection position for left/right facings
Fixed tutorial window getting stuck in minimized mode when finishing a step of some tutorials
Fixed "Airport Efficiency" grant would not complete in some cases
Fixed "Overloaded Operator" achievement was not achievable with >= 30 days of perfect ops
Fixed resizing a flight in the flight manager from the left would have the arrival jump back to the original value
Fixed baggage carousels not getting a number when constructed
Fixed several spelling mistakes
Fixed pax sometimes trying to wander outside and getting stuck
Fixed slowdown due to queue calculation for some objects placed outdoors
Fixed baggage loading task may not run outdoors when baggage unload would
Fixed foundation placeable near runways while the runway is under construction.
Fixed objects could be placed on baggage carousels on their "other" level.
Fixed crash when expanding airport while construction is going on.
Fixed auto-foundation for conveyors would place concrete over conveyors.
Fixed queue line visualization is visible on all floors.
Fixed security bins would not be correctly sorted on remote bag scanners.
Fixed some placement indicators would not update when not in the current viewable area.
Fixed remote bag scanners would not slow down when too many are assigned to one monitoring station.
Fixed LRT wouldn't allow boarding when another LRT was departing the station while the arriving one was entering it.
Fixed "Scientific Method" achievement would not fire even when everything is researched.
Fixed flight crew walking to the end of the queue instead of directly going to the gate desk.
Fixed several issues with security bins and missed flight pax that may slow down bag scanners.
Fixed an issue where a stuck pax may get stuck forever when the gate he should've used is removed.
Fixed conveyor transition being zoneable in some layouts.
Fixed flights may get stuck when delayed for a long time.
Fixed inside-inside windows would be rated the same as inside-outside windows for environment.
Fixed maintenance would not finish in some cases even when the object is fixed to 100%.
Fixed save dialog hanging when opening with a lot of saves.
Fixed: PA amplifiers would not play sound when placed vertically.
Fixed: Airlines with low first class percent don't care for first class lounges in negotiations and shouldn't ask for it.
Fixed: In the flight scheduler, auto-increase size of flights on hover if they are very small. Allows to drag easier.
Fixed: Text formatting for "Pax Flow" so that it no longer goes outside of its hover box.
Fixed: Aircrafts with high minimum runway requirements might land delayed or with too high separation.
Fixed: Foundation could be placed over outside objects without removing them first.
Fixed: Storage shelf's would show an error when placed in deliveries.
Fixed: Fading between standby and normal gates.
Fixed: LRT only picks up pax in some configurations.
Fixed: Using the clone tool you could create some objects without foundation on another floor.
Fixed: Gate stairs where not placeable when a road was placed first.
Fixed: Pax would try to use LRT stations that where not finished building.
Fixed: Pax sometimes leave the secure zone and have to go through security again.
Fix uncommon error in clean floors janitor tasks
Fix conveyor sometimes not invoking auto-foundation properly
Fix road ramps errantly able to be placed near taxiways in certain configurations
Fix road project construction indicators not persisting after loading save game
Fix null reference issue inside certain repair object tasks
Fix runway lights not correctly aligning/placing
Fix quick-select usage on floor transition objects
Fix dismantle runway not working when runway is being repaired
Fix transport capacity graph quirks & handling of EAM wrap-around flight pax
Fix issue with busses and trains not spawning pax in rare airport situations.
Fixes for moving flight entries in the manager. Now the left-half of the flight cannot be moved, it must be picked up from the right side where the PM time-slot is. Note: it can still be dragged to extend or reduce the time.
Building an escalator or staircase into a security zone should not cause problems with access anymore.
Planes shouldn't get stuck in certain large, complex one way taxi systems.
Food displays and cash registers no longer function in non-functioning zones.
Fix a rounding issue with the airline satisfaction grant objective.
Pax can no longer use auto-kiosks if they have a bag to check.
Fix passengers leaving behind trays at the bag scanners, causing them to get stuck.
Fix meetings may get stuck when no host is available.
Fix an issue of the auto-hiring system adding and removing staff rapidly in rare cases.
Fix bag count is wrong when saving/loading mid-unload.
Fixed dumpsters not saving their trash amount.
Fixed zone toggle not toggling the base pattern of zones.
Fixed tutorial saves were the tutorial was finished.
Fixed agents sometimes getting stuck when leaving a gate and saving/reloading in a specific moment.
Fixed outdoor objects not de-zoning when placed.
Fix maintenance objects using only the global schedule and not checking for their object settings (anytime etc.).
Fix issue were pax would target a bad position after loading a game (e. g. when on a moving walkway).
Fixed bag booster placement on right facing baggage hubs.
Fixed major slowdown when rebuilding the security status after construction or a direction change on a moving walkway or escalator.
Major fixes to the reachability checks, sectors should now correctly show when they're not accessible or cannot be exited at all. Let us know if you find anything wrong!
Fix baggage hub upgrades can be placed on any floor.
Fix conference rooms falsely showing missing conference table error when any other error was occurring to the room.
Hotfix patch notes for the 26th of November:
Fix agents getting stuck behind escalators and stairs.
Fix pax getting stuck on the LRT platform in some rare cases.
Fix text on retail placeables, now shows correct text and revenue again.
Fix fuel station not working.
Q4 2019 Status & Looking Ahead
Five by five, loud and clear -- yes, we are still here!! ːsteamhappyː
We want to provide everyone with a brief update -- it's been a while since we provided an official update and although we've had a few live streams & are easily accessible via our various channels, we're still long overdue for an official status report! :)
We've definitely been quieter on the public announcements front, and our overall development pace has slowed compared to what we previously had been able to maintain, but we want you to make no mistake about it -- we're still here every day, working extremely hard, and there's still a tremendous amount going on -- both behind the scenes and in the code, as evidenced by the latest Edge branch updates.
For those of you who haven't had a chance to check out Edge lately or if you've missed any of the live streams, here's what's been going on!
Dev Cycle Status - On 'Edge' Right Now
FULL MOD SUPPORT! Custom code, custom graphics -- the sky is truly the limit. We're just now beginning to see some of the stuff that we expect modders to be able to create; we expect to see awesome stuff as the API continues to mature.
Remote Gates. One of the top most-requested features, your ability to expand operations grows dramatically with this new mechanic.
Multiple Pickup/Dropoff Zones. Another one that was highly-requested by players -- it required some new Pax AI 'smarts' but opens up new possibilities & some new transport-related challenges, too.
Game Speed & Balance Improvements. Agents now move faster and 'timings' have been adjusted, which is especially impactful when playing at high speeds or with lots of passengers.
And More, Including... Individualized cash register reporting; Pathfinding improvements; Dynamic air-traffic control audio; and hundreds of bug-fixes, balance adjustments, and general quality-of-life improvements.
Overall Status & Timeline
As mentioned in previous posts, we had aimed to transition to full release by end of Q3 2019 -- perhaps not surprisingly, we've missed that target, though we are making great progress towards that goal.
'Full Release' Transition Target: by EoY 2019
Of course, we could simply hit the big red button now -- but, as those who have followed closely likely already know, that really is quite simply just not how we do things. Since the beginning we've done our best to do things "the right way" -- even if we were perhaps a bit naive at times, we have always done our absolute best to be extremely transparent with you, and to generally just do things correctly. Whether that meant facing technical challenges head-on, putting in the time to debug and fix bugs, or the undertaking of large-scale projects like 'performance' overhauls, 'multiple floors' mechanics, or 'full modding support' -- and to be honest about the time/dev impact they would have.
Similarly, to "do it right" and be in a position where we feel the game is sincerely ready for transition to 'full release' means that we want to meet specific gameplay/feature/UX goals that we have for the game -- once we hit those goals and we've had a chance to polish up the player experience and fix any lingering bugs, that's when the transition will occur; we're hopeful that will be by EoY, but we intend to do things the right way. If that takes a bit longer, then so be it, but that's our goal and it has remained the same since day one -- to make a great game!
LVGameDev - Growing Our Small Team
We're a very small team here at LVGameDev, as many of you know and evidenced by the fact that many refer to us directly by name. Despite being small, we have been making a steady & concerted effort to grow over the past year or so -- to improve our capabilities and bandwidth, maintain development pace, avoid burnout, and begin gearing up for another game -- and to do so while ensuring we're able to not only get SimAirport to the finish-line but also continue to support it well into 2020, as long as we can really!
One of our primary goals in increasing the team size is to ensure that we can continue to support SimAirport -- with both bug-fixes and content -- well into the future, to allow us to face the economic realities & work on the 'next game' but without stealing resources away from SimAirport. It's certainly a tricky balance, and the reality is that new additions to the team actually causes temporary slow-downs (somewhat counter-intuitively), simply due to the required ramp-up period with the code and team workflow dynamics.
I'm happy to say however, we anticipate being able to support SimAirport long into the future -- while also facing the economic reality that is the business of making games!
One More Thing: 'Dev Therapy'
We're going to do a short series of dev-blogs over the next few months -- perhaps for our own purposes more than anything and, as a result of that, we're going to call it "Dev Therapy".
We've tossed around the idea of doing something like this before, on the update videos & live-streams, but essentially it's going to be an outlet for us to reflect on the development process, and will provide a venue for open and candid introspection. We'll be talking about the good & the bad, the mistakes we've made, the successes we've had, the things that we'd do differently, and providing insight into the day-to-day challenges and stresses -- technical, emotional, physical, personal -- and looking look back at how we tackled the challenges and the effectiveness of those approaches, and probably ranting about some of the failures, too! ːsteamhappyː
TLDR Summary
SimAirport - Release & Support
At least TWO 'Default' patches before exiting Early Access
Transition to 'Full Release' by end-of-year 2019
Continued SimAirport support -- bug-fixes and content -- into 2020+
Coming Soon from LVGameDev
Dev Therapy, a short series of 'behind-the-scenes' dev-blogs
All-new title from the team slated for release in 2020!
Content Galore - July 2019
Grow your airline relationships, negotiate deals, lease office and lounge space, and try to grow your airport empire. Beginning today, you can even turn your airport into a 24/7 international powerhouse -- new high-efficiency worker scheduling capabilities, janitor patrols, you can even negotiate and schedule highly-requested 'EAM' flights!
Brand new mechanics add even more depth along with numerous QOL and UI/UX improvements, TONS of content, numerous bugfixes, and a little bit of everything in between. Dive in and let us know what you think!
Developer Live Stream - July 2 @ Noon PDT
We'll be hanging out and live-streaming on Tuesday -- stop by and say hi!
When: Tuesday, July 2nd @ Noon PDT
Where: On Steam, YouTube, and Twitch!
Thank you for your continued interest and support, and especially to those of you helping us test & iterate over on the Edge branch. Thank you!! :)
And now, the full patch notes...
Hotfix - July 2, 2019: This morning we became aware of a bug that could cause errors to occur in the background, causing log-file writes that might slow the game down. A hotfix was prepared and has been released to address this issue. :)
Airline Deals & Negotiations
Negotiate custom deals with airlines! Airlines now have new needs and desires, and you can work with them to build a partnership that helps you both. Charge them higher runway and terminal fees, or even negotiate flat-rate daily fees! In return, you may offer them exclusive Flight Crew Lounges, First Class Lounges, Offices, Gates and more!
Key Highlights
New Tutorial Added: 'Airline Needs and Negotiations'
New 'room value' mechanic added to Negotiatiable Zones, based on: size, open space, window view, ease of access, and environment (click negotiable zone to view)
Sales reps (and administrators) can be assigned to airlines; both improve communication with airlines, raise interest, and are a catalyst for fruitful negotiations!
New 'Conference Room' Zone!
Host meetings with the Airline Executives in conference rooms to further improve communication and overall airline relations. Leased conference rooms will host daily meetings.
Negotiation Mechanics
Negotiables include: Cafes, Cafe Profit Share, Stores, Store Profit Share, Fuel Satisfaction, Conference Rooms, Guaranteed % of Pax per Flight
When offices are leased, airline executives will use them along with your facilities, providing additional profit potential
Sales Reps are less expensive than administrators, but admins have negotiation abilities & skills that can have a bigger impact on your bottom line. Use both to nurture relationships most efficiently
Take multiple rounds to negotiate, and see how offers progress via the negotiation history tab
Airline Executives
New 'Reception' zone & Reception Desk object. Reception desk must be staffed by a security guard & creates a secure area behind it
All executives must use a reception desk to access the secure sector and cannot use regular security zones
Facilities beyond a reception zone cannot be used by passengers
Executive facilities, such as airline-offices and conference rooms, must be built in a secure sector
New Government Grants Mechanic
Six different 'tracks' in total, each a series of grants with unlockable rewards. Rewards include EAM Flights, objects, pricing abilities and more.
Airport Basics Helps provide boost for starting on new map, only available on 'blank-slate' starting maps.
Passenger Experience Expand the airport's number of passenger facilities and improve the environment.
Airline Services Make your airlines happy, provide fuel and baggage, and more!
Investments It takes money to make money! Invest capital and hope to see a positive rate of return.
Airport Efficiency The region's gateway to the world economy must not be held back by inefficient management!
Maximizing Profits This government cannot afford to bail out this airport. Ensure healthy & growing profits to appease the taxpayers.
Staff Scheduling Improvements + Janitor Patrols
Staff Scheduling improved to allow creating distinct schedules per staff type
Janitors can now be scheduled & you can assign them to areas / create patrols for them
Timelapse Capture
Create high-quality timelapse captures of your airport's construction without any third party software. Access via the 'Timelapse' tab of the in-game Preferences menu, or setup a custom keybinding to toggle recording. Utilizes a high-performance video capture via GPU, though is not supported by all hardware/drivers combos (is unfortunately unsupported on OpenGL/Linux).
Added 15 New Steam Achievements
Accomplished -- Win a scenario
Unaccomplished -- Lose a scenario
Environmentally Friendly -- Environment rating of 85% (min 200 pax)
The Open Road -- Have 5,000 cells of road
A* -- No missed flights in a 24-hour period (min 200 pax)
Local Airport -- Board 2,500 passengers in a 24-hour period
Regional Airport -- Board 6,000 passengers in a 24-hour period
National Airport -- Board 8,000 passengers in a 24-hour period
International Airport -- Board 10,000 passengers in a 24-hour period
Good luck, we're all counting on you -- Have an aircraft land in harsh weather
Oilgarchy -- Make $1,250,000 in profit selling fuel
Scientific Method -- Unlock all technology in the research tree
Sellout -- Sell your airport for a minimum of $25MM.
Beginner Operator -- One day of perfect ops
Overloaded Operator -- Ten consecutive days of perfect ops.
More Notable Additions
Adds ‘Use Legacy Sprites’ option to Gameplay tab of preferences menu (near bottom)
Adds new ‘Crosswalk’ object
Escalators now allow you to ‘Switch Directions’
Adds maintenance to moving walkways & can now set walkway speed; higher speeds require more upkeep to prevent breakdowns
Adds new Agent Render Mode setting to preferences, allows you to use the most efficient rendering method that your hardware/GPU supports. Included render modes are 'V2' and 'Legacy' and a 'Aggressive Culling' version of each. Experiment to see if your GPU supports 'v2' and see which provides your system with the best performance. When supported, we recommend 'V2+AC'.
GAMEPLAY
Adds new Security Zone validation for UI/UX purposes via multiple inquiries: if at least 1 security object is staffed within a security zone, require that at least 1 object of EACH TYPE has staff. Types: 1) ID Check; 2) Bag Scanner; 3) Metal Detector / Body Scanner.
Tweaks to passenger pathfinding costs to not avoid one-ways & security exits as harshly
Maintaining a runway will now take down crossing runways
Reworked animation of vehicles entering and exiting hangars
Changed airport vehicles "road priority" vehicles will now prefer a road that is on a gate over a taxiway
Slightly increased cost for taxiing on runway vs. entering a runway to cross it
Optimized maintenance of runways; planes will be blocked from taxiing on or crossing runways under maintenance.
Pax now attempt to exit if they become stuck behind an area they shouldn't be able to access
If AI latency becomes too high, the game will slow itself down automatically until the AI requests catch up. Should mitigate issues where construction in busy airports could cause delayed passengers; further work is being done to optimize this to make it less likely that this slowing occurs
Janitor schedule mode now auto-moves & zooms to the garbage zone; is for convenience & to help new players figure out where janitors are 'based' when applying custom schedules.
Tweak arrival pax Leave Airport need urgency (increased)
Adds new Bag Carousels with network ports on 'same level' & 'from above'
Can now hire/fire staff directly from the Staff Schedule Overlay
Game now auto-pauses while the scheduler is on
Picking up multiple dirty areas/floors now causes garbage bags to be spawned
Steam Achievements no longer available in tutorials
Adjustments to subsector partitioning and pathfinding weights to prevent pathing through objects on long-distance traversals
Scenario Play Mode: no longer allows selling airport or importing additional airlines. You can still add custom airlines inside the scenario editor, but not while actually playing a scenario -- to ensure they're played as intended
Tutorial no longer allows importing additional airlines until all objectives have been completed
UI/UX, OPTIMIZATIONS, AND MISC.
Adds over 30 new base Aircraft models, courtesy @ThomseN -- HUGE THANK YOU!!
Adds 'Mod Preview' feature back for custom aircraft / airlines
Optimizations to state machine routines & janitor task assignment algorithm
Updates to latest Unity game engine version and enables updated incremental GC feature; should any issues/crashes arise via this change then we have a hotfix standing by, fully ready to go -- it contains everything listed above except this item.
Performance improvements for agent movement
Update all translation files to/from i18n repo
Optimize 'need update' routines and make multi-core capable
Adds 'Agent Render Mode' dropdown user preferences
Adds Clone Tool hotkey action (binding is 'V' by default)
Optimizes all agent renderer modes & agent appearance/render controllers
Adds distinct icons for each type of pax highlight viewed via aircraft/gate/pax flow overlay
Aesthetic improvements on gate sprites, ramp, and adds blend feathering
Optimizes sprite lookups and path-following routines
Flight schedule UI improvements to better accommodate wrap-around EAM flights
Quick Select Improvements: Deselect with second keypress; is now rotation aware; now works on construction-in-progress objects
Adds hotkey action for 'Timelapse Capture Toggle' (no key set by default)
Adds some simple non-rectangular visual flair to roads/taxiwys, runways, and gates
Hovering level selector on HUD now allows scroll wheel to change levels
Changes sector re-generation sequencing to greatly reduce the number of map-state generation cycles that are required for terrain/tile construction. Improves performance during construction.
Most agents now actively avoid pathfinding through areas with ongoing construction
Changes to agents detection of outdated map state, improves responsiveness & performance
Zone text now appears above agents/objects when zone has warnings to display
Pax hover now using a tighter absolute zoom before showing full verbosity
Optimize 'path renderer' used for queues, patrols, and similar
Consolidates pathfinding 'rules' for various agent types across all types of pathfinding systems
Optimize allocations on some zone validation & text display routines
BUG FIXES
Fix reachability checks, zones and sectors will again check for reachability to pickup/dropoff or an LRT station
Fix and re-work bus and LRT hover texts
Fix rare kitchen storage bug when containing legacy 'donuts'
Fix long-named objects in build menu causing overlap
Fix build menu UI not saving size setting
Fix timing issue when deserializing tasks to empty trash bin
Fix issue with workmen picking up tasks a bit too early
Fix several kiosk marker positions for better aesthetics
Fix vehicle pathfinding failure/error in certain scenarios where no target exists
Fix and improve floor transition object load balancing
Fix LRT platform usable before construction is complete
Fix taxiway/runway reachability & distance calc bug related to one-ways
Fix pax wander behavior not avoiding roads by default
Fix and improve 'Rest Object' usage behaviors, movement & aesthetics
Fix bug that allowed creating 'split' two-way conveyors, bypassing the validations
Fix stretching image issues in the research screen
Fix more dropdown 'scroll speed' UI issues
Fix scaling on assignment dialog not always scaling with zoom
Fix passenger hover on top HUD causing large framerate drops
Fix maintenance tooltip not translating properly
Fix assignment mode bug when switching between objects & floors
Fix pax able to go through one-way objects in the wrong direction