EDGE: Updated @ June 28, 2019

Changes for June 28, 2019

Fix reachability checks, zones and sectors will again check for reachability to pickup/dropoff or an LRT station



Reworked bus and LRT hover texts



Maintaining a runway will now take down crossing runways



Fixed issue that lead to stuck workman on road ramps



Fixed clicking on Standby in the Flight Manager would instantly switch back to Flights



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



Improve floor transition traversal visual aesthetic



Fix missing tooltip for piles containing conveyor transitions



Multiple fixes to address save-specific issues

Changes for June 26, 2019

Slightly increased cost for taxiing on runway vs. entering a runway to cross it



Fixed issue where security would slow down or even stall in operation



Fixed agents getting stuck on moving walkways when they enter maintenance



Fixed aircraft not spawning early when the plane should arrive "tomorrow"



Fixed crew not spawning early when the plane should arrive "tomorrow"



Optimized maintenance of runways; planes will be blocked from taxiing on or crossing runways under maintenance.



Pax will attempt to exit if they become stuck behind an area they shouldn't be able to access



If AI request 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



Fix rare legacy state for kitchen storage that contained donuts not allowing some old saves to load



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.

Changes for June 24, 2019

Adjust thread priority for agent movement routines, may address performance issues reported by some users and/or when fewer CPU cores



Passengers less likely to get stuck in security



Fix basic airport grant track initialization



Fix top statistics not resetting until after unpaused



Fix long-named objects in build menu causing overlap



Fix build menu UI not recalling size setting



Fix reception desk not always showing an error when not fully in reception zone

Changes for June 18, 2019

Fix garbage zone state corruption issue



Fix several uncommon errors before/during airline meetings



Fix timing issue when deserializing tasks to empty trash bin



Fix issue with overlay controller when switching between overlays



Fix timelapse capture camera framing any given map size



Fix issue with workmen picking up tasks a bit too early



Fix security bin sorting order



Fix several kiosk marker positions for better aesthetics



Further optimizations to Pax AI routines

Changes for June 17, 2019

Fixes & Changes to the existing render modes, renames legacy render mode to 'v1'



Adds 2 render modes: 'v2 AC' and 'v1 AC' which uses more aggressive custom culling techniques; trades in some CPU for extra GPU headroom. High end computers will probably perform best on 'V2 AC' or the standard 'V2'. Let us know!



Fix & optimizations related to swapping between the new and legacy sprites



Fix and improve performance of passenger AI routines



Fix error in garbage-load task



Fix error that rarely occurred during pax leave chair behavior



Fix vehicle pathfinding failure/error in certain scenarios where no target exists



Fix and improve floor transition object load balancing

Changes for June 15, 2019

Fix LRT platform usable before construction is complete



Fix taxiway/runway reachability & distance calc bug related to one-ways



Fix arrivals pondering too much after deplaning



Fix passenger hover not showing latest/updated need values



Fix pax wander behavior not avoiding roads by default



Fix 'Rest Object' usage behavior, minor approach & aesthetic improvements



Tweak arrival pax Leave Airport need urgency (increased)

Changes for June 14, 2019 (2:30 PM)

Fixed aircraft demo not loading correctly when loading for a second time



Fixed issue with staff deployment UI that broke many click/hover functions



Actually added new aircraft templates (missing from prior deploy)



Fixed possible case where pax can get stuck on Escalators/Stairs



Fixed pax excessively wandering around in bathrooms



Fixed nullref when building stairs or escalators up on level 3



Fixed aircraft demo button not starting aircraft demo



Added templates for new aircrafts



Added new government track "Investments"

Changes for June 12, 2019

Fix several bugs related to ‘Legacy Mode’ rendering when also using legacy sprites



Fix out of range error in negotiation check routine



Fix negotiated flights UI not resetting the selected time value



Fix contextual strings for pax not displaying



Fix Environment & Info needs not updating often enough



Fix pax pausing/wandering for 2min when doing security & retail shopping routines



Fix incorrect trigger for ‘Overloaded Operator’ Steam Achievement



Optimize state machine runner routines



Adds 'Mod Preview' feature back for custom aircraft / airlines



Adds over 30 new base Aircraft models

Courtesy of @ThomseN -- HUGE THANK YOU!

Changes for June 11, 2019

Optimizations to janitor task assignment algorithms



Fix Pax AI consideration requests not correctly prioritized



Adjustments to Pax AI update intervals, optimizes CPU



Fix needs being increased at wrong tick rate/wrong timing (restrooms => night clubs, etc)



Fix agents sometimes going in tight circles due to oddities in path-following graph



Fix bug that allowed creating 'split' two-way conveyors, bypassing the validations



Fix error in placement validation routines when building roads which allowed bypassing validations



Fix stack overflow crash if selecting aircraft gates on latest Unity version



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.

Changes for June 10, 2019

Hotfix deployed @ 11:10PM PT to fix dumb oversight error



When hiring/firing janitors and it auto-updates the garbage zone assignment, all schedules get updated to the new staff numbers and not just the first schedule. Should get rid of the issue of the game always asking for more janitors than you need.



Update the text in the overlay screen when garbage zone numbers are auto-adjusted.



Fix stretching image issues in the research screen



Fix executives not going through security



Garbage zone scheduled janitors set to number of staff on new map



When adding a new schedule of any type, auto-copy the worker values from the currently selected schedule



Fix radius icon no longer showing in Janitor Patrols



Fix certain flight crew getting 'stuck' in security and being indecisive about what to do next



Fix crosswalks not being strongly preferred by passengers



Improve speed of patrol routes display



Fix more dropdown 'scroll speed' UI issues



Fix scaling on assignment dialog not always scaling with zoom

Changes for June 8, 2019

Performance improvements for agent movement



June 8 AM Hotfix: Resolved an error that prevented moving beyond main menu

Changes for June 7, 2019

Fix passengers unable to pathfind properly when in/near security zone and needing to go insecure without doing security



Fix several render issues related to the swappable renderers



Fix passenger hover on top HUD cratering the framerate



Fix Flight Schedule UI when both dragging and scrolling, flights now stay with mouse



Fix Flight Schedule UI when dragging at different UI scales



Fix gate-switching while in assign-to-airline edit mode



Fix speed on several more vertical scrollbar/dropdown sliders



Fix objects locked by grants & scenarios not showing a warning/indication



Airline details UI has margin added to the left side for drag handle



Maintenance info tooltip now translated instead of showing i18n keys



Optimize environment calculations for two grant objectives



Optimize 'need update' routines and make multi-core capable



Via early hotfix: Fix hangar vehicles not being assigned tasks correctly

Changes for June 6, 2019

Adds 'Agent Render Mode' dropdown user preferences



Adds 'V2' agent render mode, may not be compatible with all hardware/GPUs



Adds Clone Tool hotkey action (binding is 'V' by default)



Optimizes legacy agent renderer mode, optimizes standard agent appearance controllers



Optimize and makes multi-core capable the janitor patrol task allocation / assignment routines



Adds distinct icons for each type when viewing pax highlights for aircraft/gate/pax flow



Aesthetic improvements on gate sprites, ramp, and blend feathering



Airline services grant objective changed to require 10 offices (was 20)



Fix auto-foundation not working for conveyor tool



Fix assignment mode bug when switching between objects & floors

Changes for June 4, 2019

Fix pax able to go through one-way objects in the wrong direction



Fix construction workers getting stuck related/due to conveyor transitions



Fix ATC Tower lights & gate numbers not respecting underground opacity slider



Fix 'Assign Airline' and 'Assign Rep' UI scroll speed too slow



Fix new carousels not displaying under Utilities



Fix pax boarding even when GAD not staffed



Fix airline facilities not resetting when contract is breached.



Fix bug when game was never un-paused prior to opening staff scheduler, it wasn't possible to toggle back to play speed



Update all translation files to/from i18n repo



Fix numerous UI 'spacing' issues & non-translatable text, including:



Janitor not showing the cost in the Staff Hub.



Research text not fitting on the research tech tree screen



Keybinding dialog screen overlapping a lot.



Clock not formatting AM/PM correctly in languages that don't use AM/PM



Transport Operations titles heavily overlapping



In-game mod status menu now translatable



Passenger analysis screen UI converted to translatable text



Overlay titles are translated reusing tooltip names



Timelapse options screen now translatable

Changes for June 3, 2019

Fix random text rotation in Staff Schedule Overlay



Fix fuel trucks not refilling correctly



Fix patrol path lines being rendered underneath some objects



Fix staff count not updating for objects when switching shifts



Fix multiple visual & functional issues related to Road Ramps, caused several commonly reported cascade issues



Fix underground level 'greyscale' and road visibility issues



Fix road ramp 'exit' road tile not visually connecting properly



Fix underground roads not having the proper 'underground tint'



Fix conveyor draws not properly de-zoning tiles (temporarily disables conveyor auto-foundation)



Fix bug that caused chefs to go in circles



Fix zone overlay slider to be parabolic impact on color



Fix conveyor connections not always visually 'connecting' correctly



Adds new Bag Carousels with network ports on 'same level' & 'from above'



Tweaks to information need



Can now hire/fire staff directly from the Staff Schedule Overlay



Right-click with a patrol selected now de-selects / stops edit mode



Optimizations on Janitor patrol UI & routines



Game now auto-pauses while the scheduler is on



Upon loading, if you have only 1 shift assigned to janitors (e.g. "daytime""" for 24 hours, or if you have other shifts but that aren't assigned a time) game now automatically sets garbage zone assignments to match the number of janitors you have hired. This will update whenever you hire/fire janitors while the above holds true, or if you load a save from pre-patrols update.

Updated @ May 31, 2019

Adds Janitor Patrols Janitors can now be scheduled & you can make area assignments / patrols for them! Picking up multiple dirty areas/floors now causes garbage bags to be spawned



Steam Achievements no longer available in tutorials



Changes help address this issue, adds debug to help find root cause



Adjustments to pathfinding for performance; walkways are still often under-utilized however





This marks 'feature complete' for the cycle. We had a couple more things (including an audio update) but unfortunately it appears that they're not going to make the cut in time. We'll now be in full-court press on bugs and UI/UX adjustments until we get this one to Default. :) Thanks for your patience this cycle, hasn't gone exactly to plan but has been solid positive strides nonetheless. Thank you!

Updated @ May 27, 2019

Fix multiple floor transition & walkway bugs, mostly related to 'object facing'



Fix several pathfinding bugs including low moving-walkway usage



Fix bags not landing correctly on carousels



Fix fuel price change not getting exclusive keybindings



Fix some debug-related allocation occurring in public builds



Add new Government Grants icon



Misc. optimizations to sprite lookups and path-following routines



Flight schedule UI improved, now shows exactly 24 hours to better accommodate 'wraparound' / EAM flights

Add 15 New Steam Achievements!

Accomplished -- Win a scenario

Unaccomplished -- Lose a scenario

Environmentally Friendly -- Have a pax-environment rating of 85% in an airport serving more than 200 passengers

The Open Road -- Have 5,000 cells of road

A* -- No passenger missed their flight in a 24-hour period where at least 200 passengers were boarded

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.

Changes for May 25, 2019

Fix escalators inverting their adjacency behavior in "Right" facings



Fix moving walkway reachability / adjacency issue



Fix one-way path object adjacency issue

[imgur.com]

Changes for May 24, 2019

Quick Select Improvements: Deselect with second keypress; is now rotation aware; now works on construction-in-progress objects



Fix passenger hover text not in translation files



Fix placement of multiple floor transition objects reverting to 'down' object



Fix stairs not properly configured as bi-directional causing all sorts of downstream chaos



Fix 'Use legacy sprites' setting not being persistent when disabled



Fix / improve ambiguity of "adjacent ... already considered secure" warning message



Fix sector report not hiding zone text



Fix conference room name displayed in duplicate



Fix agents getting stuck on floor transition object traversals



Fix stairway placement using inconsistent/wrong offset



Fix floor transition & walkway load balancing not fully wired back up



Fix auto-foundation causing bag hub/carousel to have wrong visibility



Fix conveyor vs conveyor object/tile validation being too strict



Fix conveyor floor transition endpoints not sensing connectivity properly

I'm actually a little bit hesitant to put this build up, despite it being in relatively better shape it still isn't pristine and there are areas that I haven't even been able to do basic testing on yet after the changes / fixes worked on today. That said, think we'll go ahead & deploy it because of the number of issues out there -- but there are still going to be issues in tonight's deploy too, and potentially some egregious ones still.



We're probably still a couple days off from things feeling fairly clean or improved still, but should start showing a marked difference pretty quickly.



I'm seeing all of the security-specific issues as resolved; I'm seeing agents not get stuck on *escalators* (but they may get stuck on Walkways or Stairs as there's been very limited re-testing of those tonight, just ran out of time). Their 'frontier' (reachability) stuff looks good again, though I was seeing some pre-security quirks possibly due to cached data/results though not 100% yet.



In any case, going to ship it -- if you're looking for something cleaner though, I'd recommend default! ;)

Changes for May 23, 2019

Fixes to pathfinding related to floor traversal objects



Numerous fixes related to security-detection routines and their interaction with floor transition objects



Fix reachability matrix not being reset upon on-the-fly directed graph changes



Fix several path following issues related to exiting floor transitions



Note: We primarily worked on Security detection, and primarily tested against escalators today. Walkways & stairs could potentially be buggier than yesterday; bear with us another day or two though, and it should clean up pretty nicely! =)

Changes for May 22, 2019

Adds EAM Flights



Updated translation files



Fix slow-down caused by airline execs incorrectly using office chairs



Fix Scenario Play Mode UI's scroll speed, minor improvements to overall UI



Adds new Government Grants! Play up to three tracks, each track is a series of grants.

All three tracks are available on blank maps!

Tracks 2/3 available with Starter Airport.

New blank maps start with $500k less, grants make up difference.

Track 1: Airport Basics (2 tiers of grants). Helps provide boost for starting on new map, only available on blank maps. Reward: ATC Tower

Track 2: Passenger Experience (3 tiers of grants). Expand the airport's number of passenger facilities and improve the environment. Reward: High-end store products, higher chances of selling.

Track 3: Airline Services (3 tiers of grants). Make your airlines happy, provide fuel and baggage, and more! Reward: Unlocks EAM flights!

The other two tracks are still available on starter airports

This is the first iteration of the mechanic and there are some changes & adjustments planned for it already, to ensure it addresses the gameplay areas as it's intended to, and for balance/'fit' purposes. We wanted to get it out right away though since it contains EAM flights! :)





Play up to three tracks, each track is a series of grants. Improvements to Flight Scheduler UI for text fit & to support 'wrap-around' flights



Fix offers sometimes not being cleared for certain airlines after selling airport



Fix security-finder routine not working correctly when being run in a thread



Fix multiple pathfinding related bugs and oversights based on several save games we received



Fix golf cart position relative to driver



Fix road renderer not updating correctly with level changes



Fix timelapse needlessly creating empty videos when 'record if paused' is off



Fix conveyor tool not accounting for / being blocked by conveyor endpoints



Fix crosswalk placement issues



Fix sector re-generation on tiles that have pending construction that will not materially alter the tile's walkability

Changes for May 21, 2019

Hotfix @ 8:30PM Pacific to address invisible agents



Fix two bugs that caused this deploy to go wrong last night



Fix several performance concerns with last night's deploy



Adds ‘Use Legacy Sprites’ option in preferences (bottom of Gameplay tab)



option in preferences (bottom of Gameplay tab) Escalators now allow you to ‘Switch Directions’



Adds maintenance to moving walkways



Can now set speed of moving walkways; higher speed will result in more frequent breakdowns. We’ll add maint. & speed setting to escalators soon, too!



Several changes / improvements to ‘auto-foundation’ placement helper



Number of airline relationship / negotiation related optimizations



Optimize agent traversals on escalators / stairs / walkways



Adds ‘Crosswalk’ object



Fix/improve state change related fast-revalidation for zones



Fix one-way path objects



Fix bug with reception Desk markers being outside of zone

Changes for May 14, 2019

Downgrade back to prior game engine version



Fix zone text not disappearing immediately as intended



Add confirm dialog for 'Accept All' button

Changes for May 13, 2019

Fix airline executives and administrators taking a very long time to move from chairs



Fix right-click menu issues



Fix several deserialization issues with airline owners of zones/gates not always matching their originally assigned airlines, causing them to think they were not assigned. In some cases you may have to re-assign them manually the first time, is fixed going forward



Fix the counts of facilities not always matching when a new deal was negotiated



Pressing ESC on negotiations UI brings up the same warning as clicking the close button; should stop negotiations getting into "half-progress" situations where they cannot be completed because they were not closed



When attempting to start negotiation but unable due to another negotiation, UI now shows which airline the ongoing negotiation is with



Timeslot selection values update to the airline's preferences when starting a new round



Performance tweaks to the midday meeting manager update



Meetings will be cancelled if they go on to a second day



Optimizes allocation for traversability matrix calcs, drastically reduces RAM churn in some cases



Misc. adjustments to pathfinding costs



Update to new engine version that provides for improved RAM/allocation handling



Made 'port type change' more obvious via hub selected object dialog showing status + change buttons

Changes for May 11, 2019

AIRLINES

Adds 'Airline Needs and Negotiations' tutorial

Adds Fuel Satisfaction to replace Fuel Failures and Fuel Price

Zones now have a room 'value' used exclusively for negotiation purposes, takes into consideration: size, open space, window view, ease of access, and environment. Click on a zone labeled as Negotiable to see their room value.

Adds Airline Need: Facilities Quality. Score is based on values of the airline-assigned zones in your airport. Airlines will now actually notice if you give them only tiny basement offices!

Increased weighting of commercial pricing need

Unassigned Airline Rep will now pick a random airline to communicate with; you still need to assign reps to negotiate





NEGOTIATIONS

Adds new negotiation offerings: Cafes, Cafe Profit Share, Stores, Store Profit Share, Fuel Satisfaction, Conference Rooms, and Guaranteed % Pax per Flight.

Leased conference rooms now will have a meeting held daily

Adds filters to negotiation screen to help with larger number of options

Improved balance; should be less likely for airlines to reject a negotiation when called, more useful feedback in certain cases when they do.

Airline negotiation personalities are now more impactful on the deals

Airlines now use more accurate cost calculations when they work out how much terminal and runway fees cost vs daily fees







EXECUTIVES

Adds new 'Reception' zone

Adds new reception desk object. The reception desk must be worked by a security guard and 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.





FIXES & GENERAL

Fix two distinct issues causing construction workers unable to path to some destinations

Fix new above-ground/under-ground construction not correctly forming sectors until construction completed

Fix / improve pathfinding cost issue that could cause slow paths, appear to make agents 'slow to respond'

Fix escalator/stairway load balancing

Fix information overlays

Fix confirmation dialog text material; should fix issue with dissapearing font/text

Fix issue with retail supply orders sometimes being deleted on load causing no more retail deliveries

Fix rare null reference in Food Display queue size heuristic

Fix "Rep Wages" text showing in the daily feess "Current Deal" section.

Fix tutorial unintentionally able to be closed with ESC

Fix negotiation state not being reset when ended early

Fix Airline Executives getting stuck at flight info displays

Fix Airline needs tooltips not showing up

Fix game over / bankruptcy screen showing incorrect message

Fix contract breach not triggering when failing to hit negotiated reliability target (and now fuel satisfaction) targets

Fix Call button not working if you have more than one ATC Tower

Fix Quit button (now 'Main Menu') exiting application when clicked after losing a scenario

Decrease information object advertisements slightly, increase effects slightly

Scenario Play Mode: no longer allows sell airport. This is especially useful on scenarios where the map layout is an important aspect.

Scenario Play Mode: no longer allows importing additional airlines. You can still add custom airlines inside the scenario editor. Is to ensure they're played as intended.

Tutorial no longer allows importing additional airlines until all objectives have been completed; is to ensure focus on Learnyville Air, which is particularly important in the latest tutorial.

Adds tooltip to negotiations Call to warn you if you have too many flights and require ATC Tower

"Airline Needs" title changed to "Airline Satisfaction" to make it clearer that higher means better

Airline Need bars display a trend arrow representing change over the past 1 hour

Needs that are only affected by negotiations (Facilities Quality and Negotiated Facilities) now only displayed after a deal is made

Airline Executives no longer say "No Checked Bag", which caused confusion.





Updated @ May 10, 2019

Fix time-lapse not continuing after land expansion purchase



Fix workmen getting stuck when first building on another floor

Updated @ May 9, 2019

Changes to 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



Note: We have a handful of additional fixes via posts on the forum today that didn't make it into this build due to oversight on our part; we'll get them out in the next deploy, sorry about that!

Updated @ May 7, 2019

Pathfinding Related

Changes to how pathfinding 'rules' get applied for various agent types and subtypes when using different long-distance and local pathfinding systems.

Rules are now standardized across pathfinder types using a single data structure -- should provide better consistency, make it easier to find/fix path related bugs, and ensure all path types heed the same rules.

Added new developer tools for robust pathfinding visualization and debugging; will similarly make it much faster & easier to find / fix path related bugs & make path-related improvements.

This may have caused a few regressions and/or have left a few areas unimproved that needed further improvement; we'll be tweaking costs/values based on your feedback until we have the desired results from all path types.

Fix construction project error that could occur upon completion of a deserialized project



Fix and optimize allocations on some zone validation & text display routines



Fix object-occupied sectors being weighed too heavily causing pax to take very poor routes



Fix thread-safety issue with walkway & stair/escalator load balancing that could cause sudden over-use by numerous pax, essentially bypassing the load-balancing



Zone text now appears above agents/objects when zone has warnings to display



Pax hover now using an absolute & tighter zoom before showing full verbosity



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.



Fix negotiate button not showing rep tooltip, now checks number of days



Fix schedule notifier showing blank warnings

Updated @ May 3, 2019

The Scheduler Notifier on the bottom HUD now shows the correct number of facilities missing, and only displays one error per airline.



Translation Files updated for yesterdays changes on the community translation GitHub.



You'll no longer get a "No-one available to research" warning while the admin is looking after airline on either the bottom HUD or in the tech tree screen.



No research error while admin is busy in a meeting either.



Airline Needs get initialized on blank maps, so you won't see all airlines locked at the start.



Airline Need Bars have written values next to them, color coding, and arrows showing overall progress compared to the previous hour.



You can now import airline mods during the game and they will work correctly.



Negotiate button correctly shows tooltip if missing reps and checks for number of days met.

Updated @ May 1, 2019

Updated all translation files to GH repo



Fix 'Staff Scheduler Overlay' inconsistent naming scheme



Fix Floor selector UI falling behind the Staff Scheduler Overlay UI



Dropdown color of staff-type selector in the Staff Scheduler Overlay UI is now a darker color to match the color scheme



Improved clarity and added many useful tooltips.



Reliability need direction reversed, now the higher the negotiated reliability the better. This is purely a UI change to make the negotiation values less confusing, as it used to be the lower the negotiated value, the better

Note: more need-related visual/UX improvements will be coming!



Note: more need-related visual/UX improvements will be coming! Flight Times dropdown now responds and shows times in the setup phase of the negotiations screen



Fix multiple timelines per staff type not working as intended (i.e. have night-time be set to 8pm - 3am for security and 9pm - 4am for staff)



Deleting schedules no longer causes ghost shifts to remain



Fix multiple bugs with the Airline Details viewer showing wrong airline info or no data



Optimize 'path renderer', primarily used in during queue assignment mode



Fix pax idling in security zone when nothing to do



Fix issues with visual flair 'blending' on large maps causing out-of-order vertices across the map



Tweaks to passenger pathfinding costs to not avoid one-ways & security exits as harshly

Updated @ April 30, 2019

Staff Scheduling now allows creating distinct schedules per staff type





now allows creating distinct schedules per staff type Airline Relationships Airlines now have the following Needs / Desires:

Trust

Communication

Service Reliability

Passenger Satisfaction

Fuel - Pricing & Availability





Airlines now have the following Needs / Desires: Airline Negotiations Negotiate custom deals with airlines! Charge higher runway and terminal fees, and even negotiate flat-rate daily fees!

In return, offer them exclusive Flight Crew Lounges, First Class Lounges, Offices, and Aircraft Gates!

When you lease out offices, airlines will send executives over to use them. They will use your facilities and provide you the potential to profit from them!

Sales Reps are less expensive compared to admin, but admins have negotiation abilities & skills that can have a bigger impact on your bottom line. Use both to nurture relationships efficiently.

Take multiple rounds to negotiate, and see how offers progress via the negotiation history tab.





New Sales Rep staff type!

Sales reps (and administrators) can be assigned to airlines; both improve communication with airlines, raise interest, and are a catalyst for fruitful negotiations!





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.







Host meetings with the Airline Executives in conference rooms to further improve communication and overall airline relations. Adds hotkey action for 'Timelapse Capture Toggle' (no key set by default)



Fix timelapse camera positioning to ensure that the entire map is always visible



Timelapse videos now captured to MKV files



Adjustments to subsector partitioning and pathfinding weights to prevent pathing through objects on long-distance traversals



Adds some simple but non-rectangular visual flair to roads/taxiwys, runways, and gates



Updated translation files to latest from GH repo (new strings not yet added to GH repo, will be done tomorrow)



Fix error occurring in certain passenger tasks upon loading save games



Fix several validation oversights on auto-foundation functionality



Fix Build Menu UI 'resize' cursor inverted



Fix some reports inconsistently referred to (was 'Heatmap', now 'Overlay')



Fix pax standing at info screens in weird/awkward positions, facing wrong directions



Fix Rest need activation threshold set too high



Fix FCrew & First Class generally not using their respective lounges



Fix auto-foundation allowing multiple projects in same position



Multiple Passenger/Crew AI tweaks & adjustments



Fix keybinding UI showing 'Clear Tool', is now 'Dismantle Tool'



Hovering level selector on HUD now allows scroll wheel to change levels



PS: Dangerous branch is now shut down, the fixes from that branch made it to Edge tonight though does not all of the performance & movement stuff unfortunately. We'll revisit in the future. Ty to all who helped us by testing!!

Changes for April 20, 2019

Adds Timelapse Capture feature

Find it via in-game Menu -> Preferences, 'Timelapse' tab. Several settings available, and then click the button to begin recording. Maintaining ample performance during capture required using some newer GPU read-back functionality that may or may not be available on Linux and possibly some lower tier GPUs.

If we're lucky, this one may be the ticket -- and stable enough for Default consideration. Fingers crossed. :)We're very close to deploying this to Experimental, just a couple more bugs to be tackled still but hopefully just a day or two away. :) Ty!Living on the wild side tonight, hoping to avoid any hotfixes as we've only 1 build ready to ship! ;)We actually have two builds for you tonight though you hopefully will only be playing one of them! Since we've found ourselves shipping hotfixes more often here lately though, we figured we'd go ahead and make a hotfix build right away and have it ready -- just in case! That's actually not a joke, even though it sounds a bit foolish, hah. ;)Notes first, then a message immediately following:I want to take a moment to explain what the latter part of this week has entailed, and to apologize for the still outstanding bugs: I know we still have bugs, even some brand new ones, that, certainly before a release; and we're in bug-bash mode at this point of the cycle. So why aren't they fixed? And, despite that, we've been seeing some 'improvements' in the change logs (and more hot-fixes being required than usual).I'm honestly sorry that's been the case, and it isn't for lack of trying (to avoid it, while also makingimprovements); but the truth is that some of the saves we have received have made it clear that performance is an issue, and not exclusively an item in my "personal wants" bucket -- and further, that at leastlevel of immediate improvement is needed to allow us to efficiently debug gameplay issues that come in via larger saves.Nonetheless, I'm really sorry for being a bit off-track, and am very appreciative of your patience, while we work to get it improved upon. I'm hopeful that tonight's update is indeed the 'jolt' forward that we need, to punch through the remainder of the edge issues, and to help us as we begin moving towards a Default release.Thank you -- fingers are crossed that you'll be seeing some solid performance gains from this one -- and, equally important, no new bugs! :)--------------------------------------------------------------------------Lots of fixes tonight, though there are still a few high-severity bugs outstanding. More fixes are coming as soon as they're ready! :) Ty!More fixes! :)Sorry, I goofed up; the newly-updated buildbe feeling solid, now that it's got this missing one liner added back in, argh. Apologies!!Woo, a whole bunch more fixes for you all tonight -- andas late of a night for us too, thankfully!Things should rapidly be looking better, though I'm sure there will still be a few more bugs out there yet. If you do continue to see any previously-reported issues after tonight's deploy though, please feel free to bump them/let us know. Many of the issues from last night's build were caused by the "downstream" impact of the stairway reachability issue (resolved tonight), so I'm hopeful, if not cautiously confident, that things will be looking better now! :) As always, definitely let us know if that isn't the case!Hope everyone has a great weekend -- and an XL-sized 'Thank You!' to all for the extra patience with us this week. :)Whew, long day today, but it's getting better at least. I'll paraphrase via copy/paste from a post I just made a minute ago here on the forum Fixes and more!! Can guarantee that there are still additional outstanding bugs related to pathfinding and/or floor transitions/walkways, though tonight's update does address a number of them, especially the most egregious.Keep the reports coming though (especially those minimal repro saves!) -- we'll continue streaming the fixes to you as quickly as we can knock them out! :)========We have a new one up for you tonight, a functional one unlike last night! =DMay not seem like a ton here but good bit of ‘core’ work was required to make everything work correctly. We still have a few more things coming this cycle too -- government grants system, EAM flights, more Steam achievements, possibly a few others too but this is what is already in progress/nearing completion.We’ll each be transitioning to bug-fighting as our respective projects finish up, so you can expect us to be shipping builds pretty regularly as we start moving towards getting this one ready, working to winnow down the bug list (and resolve any new ones we've added). =DStill working on several more things for this cycle, along with additional fixes too. On the fixes front, if you have a minimal repro save for the Staff Door issue we'd like to get our hands on it if we could (bugs@simairport.com); we're also looking at how to best address the flooring/construction issue still and will have a resolution for it soon too. Ty!Didn't get through all of the known bugs/reports yet but we're making progress and working through them as quickly as we can; we'll continue getting them out to you as soon as they're ready. :) Ty!We had quite a bit of the 'more in progress' move into the 'ready' state tonight! A solid helping of bug fixes and general adjustments, too -- something for everyone, really! We still have more being actively worked on, and coming to Edge as soon as it's ready!Thanks everyone. Enjoy! :)Alrighty, quite a haul for you tonight! Itfelt like I was typing up default patch notes, there's really quite a bit here -- and definitely had some of that same recurring feeling which comes over us leading up to a default patch (ex: "eh, not as much to show this time around ... oh, wait! Webeen busy, despite the relatively quiet appearances!!"). =DThere's a ton here so I'd be surprised if there aren't at least a few bugs, but let us know how it goes! There are alsogoing to be balance changes required; we've tried to get it in the right ballpark but we really look toward your feedback to be able to get it fully on-target and to continue honing it in. Looking forward to hearing what you think and seeing your feedback; we've got more cooking too (serious mod support, if you didn't catch Joscha's preview), definitely looking like a hearty cycle indeed! Thanks everyone, and enjoy! :)Thank you to everyone who joined us on the live stream -- we enjoyed chatting with you all and hopefully we were able to answer some of your questions and slide some feature requests in too.:)Let us know how it goes with the timelapses -- and please definitely post them!! We're really looking forward to seeing some cool ones, and we'll probably see if we can pick a few of the more extravagant ones and ask if you'll let us repost them on our Twitter/YouTube/etc, too. :)Ty!! =)