EDGE - Identical to Default (March 10)

EDGE - Updated @ March 8, 2019

Adds images to many of the tutorial steps for visual guidance



Updates all translation files with new keys; repo on Github also updated



Tweaks and minor additions to steam achievements



Adds intro graphic when starting new game



Fix several bank loan text/translation related issues



Fix gate name dropdown visual quirk



Fix piecewise repair project duration computation



Fix functional object check happening too early after loading save



Fix LRT last car using the wrong sprite



Fix legacy retail supply piles with 0 qty not being destroyed



Fix mod status menu not being sorted alphabetically

EDGE - Updated @ March 6, 2019

Add BClaim validation: 'requires valid path to Pickups'



Fix dismantle validation for maintainable objects



Fix legacy game state that caused repair projects to not finish

EDGE - Updated @ March 5, 2019

Fix object placement money validation



Remove Floor09, duplicate of Floor12



Fix construction projects showing 100% before actual completion



Fix PAPI not being blocked by other objects



Fix and update several aspects of Hangar submenu; adds money validation text



Fix land expansion validation not requiring actively hired COO; improve warning text



Fix road connected objects incorrectly connecting on diagonals



Fix arcade driving game not showing up on OpsCP maint. rows



Fix area sell not 'seeing' supply piles located on shelves



Fix sell airport button functionality not working



Fix stuck workmen in certain situations following road ramp construction



Fix security exits able to be 'stacked' on top of walls



Fix wall tiling/bitmask not visually treating all doors the same

EDGE - Updated @ March 1, 2019

Numerous translation / localization fixes to address non-translatable UIs (i18n repo will get updated tomorrow)



Adds 'gate door must be reachable from desk' warning text to Gates, existed previously but is now distinct from 'requires assigned desk' message for UX/confusion avoidance



Fix bug in bag scanner usage tasks that caused temporary stuck pax



Fix supply piles sometimes visible but not selectable



Fix toolbox locker out-of-sync issue causing cascading construction related failures



Fix staff UI hub showing inaccurate active/inactive numbers for workmen



Fix 'snap to time' setting not working for flight resizes



Fix several UI quirks with flight scheduler (tooltip activation, cursor swapping, etc)



Fix construction indicator percentage text displaying on all floors

EDGE - Updated @ February 27, 2019

Fix 'X' button on main menu settings UI not opening the primary menu screen



Fix road arrows appearing in wrong place after southern land expansions



Fix roads not always forming correct 'neighbor connections' when adjacent to taxiways



Fix error & optimize build menu button requirement + count lookups

EDGE - Updated @ February 26, 2019

Fix Flight Crew arrival & boarding routines that were using legacy code



Fix Gate Desk using legacy pax handling code, more robust & may speed up slightly



Fix 'Circle Flight Pax' not circling newly spawned pax



Fix environment pax need impact not taking window effect into account



Fix pax sometimes idling after missing flight; more urgent desire to leave



Fix zone HUD alert/notifier showing numerous repetitive messages



Fix Capacity Graph to handle flights not at nearest "15-minute" times



Fix 'Empty Trash Task' deserialize attempting to double start the task causing downstream state issues



Fix stuck supply trucks via save recovery code



Fix project cancelation resulting in unexpected supply pile state



Fix arcade driver game using wrong translation key



Bare concrete now has negative environment impact



Optimize RAM usage for pax 'need display' tooltips

EDGE - Updated @ February 22, 2019

Fix camera settings sliders rounding to whole number values causing unexpected setting changes when resuming a gameplay session



Fix / improve task assignment threading priority for better worker responsiveness to schedule/shift changes

EDGE - Updated @ February 21, 2019 ***

Fix Flight Schedule UI regression, wrong position when not using 'snap-to-time'



Minor UI enhancements to Flight Schedule UI; forced tooltip position while dragging, display proposed times, etc

EDGE - Updated @ February 21, 2019

Adds 'snap to time' for Flight Scheduler

Left CTRL = 2 Minutes

Left SHIFT = 5 Minutes

Left CTRL + Left SHIFT = 10 Minutes



Fix default roadway dismantle unintentionally being allowed



Fix and improve transparency during placement & construction on lower levels



Update copyright year



Optimize functional object manager

EDGE - Updated @ February 20, 2019

Fix Perfect Ops bonus showing negative days



Fix several bag hub registration / de-registration bugs



Fix moving walkway build cost bug



Fix material ordering & disallow project cancel for runway/walkway extension projects



Fix runway validation bug when attempting to place on right or top edge of map



Fix weather dialog showing "Inactive due to weather" when runways are down for non-weather related reasons



Foundation tool now shows tiles that are to-be-walls visually for better UX



Minor tweaks & improvements to Flight Schedule UI code



Increase cafe object effect advertisements slightly



Flight schedule 'resolution' increased, can now set flight schedules & turnaround times on per-minute basis

EDGE - Updated @ February 17, 2019

Fix dropdown on Operations Fuel Panel



Fix several staff task manager / assignment bugs that could cause cascading downstream state corruption & crashes



Consolidates task priorities to keep all staff priorities aligned, fixes a few workmen task issuances with incorrect priority

EDGE - Updated @ February 16, 2019

Ops maintenance panel now lets you configure priority and choose 1 of 3 'settings' for when repairs take place on that object type



Object 'repair override' now a simple boolean on/off switch that allows immediate out-of-window repair



If object hits 0% override automatically is switched on; override is automatically disabled upon repair completion



Workers can now abruptly stop working on a maintenance project when window closes, override turned off, or settings changed



Fix null reference error in Build Cell task that caused downstream issues & undefined state, task repeating, etc...



Fix memory leak and errors due to leftover adhoc queue upon object dismantle



Fix UI selected object hover box being rotated incorrectly on non-rotated objects



Fix error on some rare short-distance agent pathfinding requests



Fix PA Speaker not unregistering when deserialized in a pending dismantle state



Fix Supply Pile not being dropped in the correct location when building foundation on a new floor in an area without any nearby walkable tiles



Known Issue: In some cases it looks like piecewise objects will get to 100% "too fast", while workers still have some tasks to do. The object should always come back up/be released by the workers once they're finished though! They're spending the correct amount of time but the percentage is raising too quickly. We'll get this timing addressed ASAP nonetheless.

EDGE - Updated @ February 14, 2019

Construction project 'options' menu now accessed via standard left-click (was right-click)



Can now set project priority to Urgent/High/Normal/Low (will soon allow configuring repair by object)



Fix project completion precision, caused projects not marked as 'Finished' & undefined state



Fix maintenance projects started via override while outside of window



Fix timing related issue that caused 1 worker to drop pile, different worker to move or install it



Fix duplicate state-set bug that could cause projects to be left in undefined state



Fix piles destined for non-walkable underground (fuel tank), were being dropped in poor locations resulting in very long walks



Fix runways able to be built half off-map, causing numerous downstream issues



Fix some terrain tools not running/respecting all of their custom validations properly



Optimizes object pool CPU usage when pooling/de-pooling certain classes of objects

EDGE - Updated @ February 13, 2019

Fix transit ops panel display state incorrect



Fix stuck pax condition if cafe zone merged/removed & pax in specific states



Fix old supply piles containing placeables that had no 'reference' were not being removed



Fix placeables sometimes not populating translated name/description during init



Fix luggage cars can get stuck when depot is in certain orientations relative to the nearby road(s)



Fix certain vehicle node-finding routines not multi-level aware



Fix construction indicator issue on certain dismantle tasks



Fix supply pile not preferring against being dropping on existing escalator/stairway/walkway



Simplified retail inventory tasks for improved reliability, fixes a few related bugs



Runway repair projects/tasks now enqueued at extremely-high priority

EDGE - Updated @ February 12, 2019

Fix Demolish tool versus taxiway/road



Fix clear tool when selecting an object that is already awaiting dismantle



Fix taxiway & road visibility during each construction state



Fix deserialize bug that caused failed load on existing saves with construction projects in certain state



Fix maintenance threshold configurations being duplicated during save/load operations



Changed maintainable object internal configuration to express rough longevity capabilities in MTBFs



Fix and balance all maintainable objects to not be so brittle, via MTBF adjustments



Balance adjustments to Thirst need; pax now retain drink (continues satisfying) until finished



Fix construction projects fails when object footprint contained fewer tiles than the count of allocated supply piles (fuel tanks, etc)

EDGE - Updated @ February 10, 2019

Fix Demolish & Clear terrain tools



Fix an uncommon issue in build task that could cause project to take way too long

EDGE - Updated @ February 9, 2019

Major overhaul of Construction Projects

Improves construction projects & all related code. Is a substantially more robust system, and provides capabilities we previously could not efficiently achieve



Substantial re-work of maintenance projects; improves reliability and creates potential for additional usage & config options

Improved handling, performance, data integrity: all Supply Pile related logic

Area Sell now provides per-type sale price breakdown

Can now zone over pending construction

Most placement & build validations no longer blocked by pending construction, intelligently validate based on 'future' state

Dismantle button is now a 'live' validation to prevent dismantle during inappropriate state resulting in issues/bugs downstream

Construction tasks now more responsive and workers 'think ahead', ex. walking to project while supplies are carried by another worker

Construction project cancellation now capable of being much more responsive; we currently have it set conservatively to avoid introducing too many new bugs but could loosen them in the future for improved 'abrupt change' that workers will respect immediately

Adds agent tool animation back, displays when worker is actively constructing

Improves handling of multi-change construction on a single tile, primarily Foundations & underground roads



Save Compatibility Note: Upon loading an existing save in the latest build for the first time you will notice:

In-progress construction projects will be cancelled

Maintenance settings (thresholds & time windows) will be lost & require re-configuring

These both occur only upon the first load of an existing save (made prior to this game version); any subsequent load of existing saves from this version should not experience these again.





Improves construction projects & all related code. Is a substantially more robust system, and provides capabilities we previously could not efficiently achieve Updates all in-game translations from git repo; also updated updated repo with all new keys



Optimizations and general performance improvements to:

Object selection dialog initialization / on-click

Deserialization reference resolver

Agent accessory rendering

Supply Pile contents resolution





EDGE - Updated @ January 31, 2019

Major improvements to staff scheduling algorithms & control routines



Scheduling logic optimized & now runs on background threads



Staff smarter at assigned location & responsive when leaving airport



Note: No longer able to fire individual scheduled staff, must fire them via the staff UI; reduces algorithmic complexity & likelihood of bugs



Fix 3 bugs that cause game to lock up / crash



Fix multiple bugs related to Cooking Station



Add staff task pooling to reduce RAM/GC related stutters



Fix multiple Workshop & mod related bugs



Fix departing bag count incorrectly displaying arrival bag count



Fix underground overlay slider



Improved save game screenshot previews



Fix pause toggle action sometimes getting stuck on pause



Fix Kitchen zone deserialization failing in some cases



Fix kiosk workers sometimes get stuck



Fix pax can get stuck underground due to terrain under road



Fix hangar vehicle failure causes leave airport state / stuck



Improve and simplify de/serialization routines

EDGE - Updated @ January 24, 2019

Fix queue tool



Fix wind UI text display, update it to show 3-char directon



Fix and improve several road node neighbor bugs; ramps now require straight-in/out on boths sides



Fix supply pile project re-allocation not seeing all piles correctly causing price mismatch vs display price



Fix flight schedule UI bug for certain flight time (Credit @Kapitan - ty!)



Fix middle mouse scroll not taking into account zoom level (Credit @Kapitan - ty!)



Fix ticket kiosk logic may have been able to errantly allow usage when not in gate-assigned zone



Fix trash bag & supply pile 'carrying' visual being overly distant from agent sprite



Fix agent state bug that could cause failed agent startup on some very old saves (circa 2017)



Remove zone validation, 'requires secure area' -- no zones use it anymore



Add zone validation, 'requires adjacent road that can reach spawn/despawn'

EDGE - Updated @ January 23, 2019

Fix 'grain' accidentally enabled in post-processing



Fix placeable object footprint perimeter using wrong var, affected 'adjacent roads'



Fix agents visible on wrong floor



Fix queue tool not sorting properly based on drag direction



Fix pooled path data structures rarely not being fully reset if canceled late



Fix vehicles spawning 1 tile too far to the left, to the left



Optimize more agent appearance related lookups & structures



Optimize RAM on vehicle movement & node find/recall



Optimize zone periodic validations to be more allocation friendly

EDGE - Updated @ January 22, 2019

Add stroke/outline to agent sprites



Add graphical post-processing stack (anti-aliasing & color grading)



Add ability to construct up to 3 LRT platforms (1 train each, round robin style)



Lowest LRT interval is now 7 minutes



Improved speed of LRT boarding/unloading routines



Fuel truck now visually drives on/off aircraft gate





Eliminated allocation on multiple extremely commonly used position enumerations



Reduced allocation several commonly called appearance lookups



Optimize CPU+RAM on agent identity logic & setup routines



Optimize road graph generation performance



Reduce RAM churn on core passenger AI loop



Multiple optimizations & fixes to cafe/retail tasks & core logic





Fix thread safety issue, maybe caused boarded pax to very rarely be 'missed flight'



Fix cash register usage bug that could cause cash register to lock up



Fix wind direction text on top weather HUD tooltip



Fix vehicles running traffic-aware paths before being stuck in traffic



Fix agent reachability matrix bug that caused stuck pax on roads



Fix Perfection Bonus showing all days, should only show prior 30 days

EDGE - Updated @ January 17, 2019

Fix staff not getting floor change on last waypoint during path-following



Fix optimize multiple retail/kitchen related items



Fix worker deserialization bug for staff scheduled zones



Fix road node reservation bug during runway construction/dismantle/expand



Fix pax spawner only looking at “Today” in prep for EAM flights



Fix max staff count bug on hunger utility objects



Fix bug when vehicles spawned certain staff, could cause stuck/undefined state



Fix tutorial advancement bug when asked to build Electrical zone



Fix extremely delayed passengers unable to despawn due to archived flight data



Fix several bugs related to Cooking Station object



Fix several UIs need to check if game is quitting before cleaning up



Fix zone removal not always cleaning up scheduled staff tasks/allocations



Fix thread safety bug with cafe/cash register AI recognition



Fix road underlay not showing up for road ramps



Tweaks to recent pathfinding heuristic adjustments



Improve error handling to Kitchen zone routines



Optimize CPU/RAM usage & invocations for scheduled staff allocation routines



Optimize routines for long-distance & local-area path following routines



Optimize objects-in-zone caching mechanisms



Optimize core agent FSM run loops

EDGE - Updated @ January 15, 2019

Fix duplicate staff getting assigned to objects resulting in buggy adherence to schedules



Fix several staff schedule bugs & several tweaks for robustness



Optimize performance of staff schedule check/adherence routines



Fix issue with Trash Bag drop & carry routines



Fix carried-item inventory sometimes becoming duplicated in the game map state



Fix sector segmentation issue with road ramps, could cause mass stuck passengers



Fix pax AI sometimes causing thread over-run & delayed action selection



Improve pax AI action re-checking based on lifecycle timings



Fix pax AI using urgent priority AI requests when using some retail objects



Fix pax able to become stuck at some security objects when shift changes



Improve long-range pathfinding via heavier weight on object density heuristic & addition of edge-blockage heuristic



Fix one-way taxiway markings sometimes showing red after loading a save



Fix road segment sometimes not fully resetting state when returning to the object pool



Improve road placement tool validation error messages to include specifics on the offending “nearby blocker” object/structure



Fix construction workers being unable to return home when zone is underground in certain uncommon map layouts



Dumpsters are now allowed indoors to accommodate underground garbage zones

Updated @ January 11, 2019

Fix multiple staff scheduling related bugs & quirks



Fix repair construction project tasks not being fully deserialized & enqueued



Fix another load-garbage-truck task related bug



Aircraft takeoff sequence improvements



Tweaks to defined queue movement behavior for higher efficiency



Minor optimizations to object selection & movement manager

Updated @ January 10, 2019

Overhaul & fix Staff AI/allocation -- resolves "staff task-swapping". Staff will now be much more 'sticky' to their assignments, and should no longer be prone to 'task-swapping'/switching places with each-other, including during/after shift-changes. Further performance optimizations to come for this system, but functionally should be much improved (barring any new bugs!). :)



Fix workers sometimes stuck when doing underground construction in some circumstances with road ramps present



Fix and improve sector segmentation rules related to road ramps



Fix fuel depot road adjacency not updating properly; now uses standard road-adjacency system & must be directly-adjacent to road



Fix another cause of garbage truck getting stuck



Fix staff & crew being spawned on wrong level when dropped off underground



Fix and improve 'can reach spawn' and 'can reach despawn' checks; now checks for primary de/spawn points OR Pickups/Dropoffs (can be improved further still; setups that do not produce warnings could rarely have the potential to be logically problematic)



Multiple small retail/kitchen related fixes & optimizations



Optimization to assignment mode data structures



Adds Save-fixing code for Roads stuck in 'pending destroy' state

Updated @ January 4, 2019

Adds all-new aircraft liveries/textures for all built-in airlines/aircraft



Adds Thirst effects to relevant Vending, Kiosk, and Display objects



Fix bug with aircraft takeoff data trigger



Fix road ramp not properly interacting with sectors/secure area algorithm; caused issues if underground dropoff/pickup only had access via secure area exits or escalators



Fix trash bag duplicate move-task request causing trash related issues



Fix security object work priority to prevent swapping issues



Fix chef priorities to prevent certain tasks from 'starving' other waiting tasks



Improvements to zone-assigned staff "stickiness" to help prevent 'swapping'

Updated @ January 3, 2019

Fix garbage trucks getting stuck



Fix occasional error during Ticketing Desk usage when checking a bag

Updated @ January 2, 2019

Fix condition that caused construction workers to get 'stuck' on a high-priority task that could not be completed



Fix Fuel Truck reachability check which could cause failed fuel requests



Fix Fuel Truck distance heuristic returning inaccurate distance numbers causing failed refueling or poor/distant vehicles to be assigned



Fix performance 'leak' during when initializing & configuring certain agents & objects



Fix pax potentially becoming stuck when retail worker shifts end



Fix save compatibility issue for certain retail objects



Fix sub-task tracking issue that mostly impacted retail workers



Fix target selection bug that could cause retail staff to attempt to path-find to a wall



Fix aircraft being visible and 'floating' after takeoff on some large maps



Adds 'Thirst' need -- applicable retail object tweaks to satisfaction will follow



Improve error handling & recovery on agent task runners



Tweaks to pax satisfaction values for some retail objects



Fuel trucks now willing to refuel themselves even if network cannot fully fill them



Improvements to 'build date versioning' and adds detailed version warnings when applicable



Disable 'Fire' button with tooltip when no Pickups zone present (appeared they were stuck, really just unable to leave)



Adds additional tutorials for Staff Scheduling & Retail systems



Optimize aircraft takeoff handling routines



Optimize task runner thread-safety & concurrency code

Updated @ December 30, 2018

Fix garbage trucks getting stuck



Fix garbage bag / agent interaction related issue



Fix pax rarely becoming stuck mid-security process when objects are deleted



Several misc. data integrity related fixes based on saves received

Updated @ December 28, 2018

Cash registers now accept queues again



CTRL+click to add/remove 10 staff at once, SHIFT+Click still adjusts by 5



Vehicles re-attempt to find the zone they were heading to instead of always giving up if zone lost



Schedule/Deployment shortcut added to Staff Hub UI



Fix bug causing pax to rapidly switch between cash registers



Fix food/drink kiosks not properly ordering stock when reserves are low



Fix induced demand problem for cafes



Fix floating food sprites from destroyed Prep Carts.



Fix multiple deserialize / on-load crashes



Fix several situations where Chefs would stop cooking



Fix bug preventing piles/bags from being moved if storage/garbage zone moves

Updated @ December 24, 2018

COMPATIBILITY NOTE: Saves made on Edge prior to December 18th should function perfectly. Saves made from Dec. 18th thru Dec. 22nd [v1/first patch] however are deemed incompatible due to serialization bugs in the initial deploys on the 18th. We're very close to clear of these issues for the cycle at least! =)





Saves made on Edge should function perfectly. Saves made from Dec. 18th thru Dec. 22nd [v1/first patch] however are deemed incompatible due to serialization bugs in the initial deploys on the 18th. We're very close to clear of these issues for the cycle at least! =) Fix 'delayed' work task not deserializing properly



Fix legacy zone data structure deserialize issue that impacted several staff types & tasks



Fix deprecated 'VendorWorkTask' not properly being cleaned on deserialize



Fix administrator losing reference to their office zone



Fix retail supply pile not fully disposing itself when emptied



Fix cooking device deserialization for certain objects that existed previously

Updated @ December 22, 2018 (v2)

COMPATIBILITY NOTE: Similar to last night, we unfortunately would recommend playing with a pre-December 18th save again tonight. We're very close to being past that stage, and this could be the last build requiring it but, based on the issues in saves we worked today, it's likely saves made between Dec. 18th & prior to this Dec 22nd v2 build could have data integrity issues.





Similar to last night, we unfortunately would recommend playing with a pre-December 18th save again tonight. We're very close to being past that stage, and this could be the last build requiring it but, based on the issues in saves we worked today, it's likely saves made between Dec. 18th & prior to this Dec 22nd v2 build could have data integrity issues. Fix save/load issue pertaining to scheduled work tasks; caused them to go missing upon load, often resulting in unrecoverable cascading failures/undefined state downstream due to missing data



Fix hangar vehicle slot add/remove



Fix task resume after game load sometimes not running correctly



Fix benign error when hovering some retail objects



Fix legacy task data existence sometimes causing certain object data to not be re-populated upon load which could also cause unrecoverable cascading failures/undefined state downstream



Improved save version tracking for better player warning capabilities

Changes for December 22, 2018

Fix schedule UI not fully closing



Fix various inventory related issues via a new inventory controller data structure



Fix dropdown out of sync from data on Ops CP - Retail Deliveries



Fix save load food display graphic reset issue



Fix intro not displaying when starting blank slate game



Fix spawn point flair visual sometimes doubled



Fix functional warning incorrectly showing on some food objects briefly after loading a save



Fix Toolbox Locker validating wrong zone type



Fix several fuel truck task bugs



Fix a few object types that were not saving/loading data properly



Fix multiple save/load issues related to zones, revised zone references to use primary GUID & assignments system



Fix heuristic for retail displays, now incorporates wait time heuristics from registers in the zone to prevent over-capacity



Fix multiple issues with task save/load integrity & ordering



Fix dirty floor drops not emitting environment effect



Fix product & food save/load integrity issue

General Welcome text shown on new maps

Any camera movement key-press now stops camera 'follow mode'

Cash register sprites updated

Numerous decorative flooring tile sprites updated; color palette & visual cohesion improved

News Stand & Apparel Stand now require retail workers instead of vendor workers

Rendering optimizations on to: Trash Bags, DirtyFloors (dropped trash), and Supply Piles

Overhaul & optimize rendering for all Roads & Taxiways

Adds 'Road Ramp' transition objects, and ability to draw/build underground roads

Revises & optimizes all 'carried object' code substantially

Revises all non-vehicle agents onto a single unified task-based run-loop for long-term reliability



Staff & Staff Scheduling! All staff arrive & leave via transport

New 'Staff Hub' UI; separate Staff and Administrator, combined hiring & managing for each

Mass hire and fire: SHIFT+CLICK the plus and minus buttons to change +/- 5 at once

Most staffed objects can now be scheduled to operate at only certain hours

Scheduled staff are paid hourly waged when at the airport & leave when not scheduled; new additional daily management overhead for being hired/on-payroll.

Multiple staff can be allocated to work on some objects to improve effectiveness

Kiosk Scheduler removed & replaced with Staff Deployment; includes a paintable timeline feature to organize your schedules throughout the day

Adds 'Chef' staff type. Cooks food in the kitchen & stocks up food kiosks, food displays in cafes.

Schedule-Staff types are: Staff, Security, Retail Workers, and Chefs.



Food Cafes now accept all chair types except office chairs

Cafe min size now 6x6; kitchen min size now 4x4

Cafes zones can be renamed for aesthetics

New build menu category for kitchen & cafe objects

New Hot Plate item added to the kitchen

Chefs now have to wash up at kitchen sinks in order to keep up with hygiene standards

New items: Food Warmer and Food Cooler for the Cafe; these are food displays for your passengers to pick food from & take to the cash register

Food kiosks now require food to be produced by the kitchens, as do food displays in the cafe

Workmen now stock up kitchen storages and refrigerators with ingredients

Bars and coffee kiosks require stocking with drinks by workmen

Each food has its own cooking process, meaning that having multiple appliances will help the efficiency of your kitchen; chefs perform each step

Pax have a preferred food (including drinks), and will only eat or drink at places that serve it. Vending machines are used by everyone but with less effectiveness

Kitchens have a new 'Kitchen Overview' screen (click any kitchen zone to access); shows how each food is cooked & which steps you are missing

Retail workers are allocated directly to cash registers in the cafe, no more running back and forth to the kitchen to finish orders

Cafe zones now assigned to kitchens (previously was individual cash registers)



Stores Adds 'Store' zones, can be renamed like Cafes

Pax purchase products from various displays & pay at cash registers

New displays and product types in order of profitability are:

Pax browse at various displays before making a purchase - varied displays increase chances of purchase

New Store Objects:

2x Candy Display

2x Book Display

2x Makeup Display

3x Souvenir Displays

Clothing Display

2x Shoe Displays

3x Pharmacy Displays

3x Jewelry Display





Changes for November 21, 2018

Fix 'attach to wall' not working for some objects



Fix roads unable to be placed on outdoor gates



Fix clone tool not respecting custom keybindings for rotate



Fix Needs UI not showing 'fully satisfied' for Environment/Frustration



Adds gate validation warning when no reachable runway has lights but night flight is scheduled



Runway light placement now force-refreshes applicable validations

Changes for November 16, 2018

Fix taxiway & runway light sprites not respecting underground opacity



Fix flight spawn curve shifted towards being too late



Fix clone tool removing zone at wrong location



Multiple minor improvements & adjustments to agent sprites, offsets, colors, etc.

Changes for November 13, 2018

Adds 'Clone Tool' initial implementation; requires Foreman, restricted to indoors, and certain objects cannot be cloned (walkways, stairs/escalators, etc.). Zones are cleared from the area when 'pasting'.



initial implementation; requires Foreman, restricted to indoors, and certain objects cannot be cloned (walkways, stairs/escalators, etc.). Zones are cleared from the area when 'pasting'. Fix attach-to-wall objects not not always causing wall sprite to refresh/update properly

Changes for November 8, 2018

Reverts agent calc tweaks intended to improve movement aesthetics (fixes multiple issues)



Fix luggage using wrong material when on conveyors



Fix object selection dialog 'Follow' mode not providing state feedback



Fix several depth-sorting related bugs related to 'wall attachable' objects



Fix trash bags not being rendered when on the ground



Fix some pax being spawned was too early and a bit too late



Fix selected object hover target showing up for unfinished construction



Fix fuel one-time purchase input too small



Fix new object-density heuristic causing agents to avoid using walkways/escalators/stairs



Fix construction workers stuck when canceling a piecewise placeable object project mid-way through construction

[imgur.com]

Changes for November 7, 2018

Add Spanish language support (THANK YOU!!)



Update all translation files to & from Github, includes new Tutorial.xml files



Increase max zoom distance slightly for a given map size



Add validation to aircraft gates to help prevent them from being placed backwards



Add slight color variation to some tiles to improve aesthetic



Changed certain path following routines, less likely to 'cut corners' through objects



Add object density heuristic to pathfinding routine, improves some paths



Revise 'render material' management to fix/prevent build issues & runtime dupes



Tweaks to movement calcs, improves path following aesthetic & crowd behavior



Tweaks to Fuel Tank cost (further adjustment coming tomorrow)



Fix object warnings flashing too rapidly



Fix Luggage Vehicle task enqueue checking one-way path availability (requires bidirectional check)



Fix workers getting stuck trying to get to suspended-in-air supply piles



Fix workers sometimes not falling into 'get unstuck' routine due to being 'sent home' too quickly



Fix vendor leave airport task could rarely leave the workers stuck in place if zone was temporarily invalid



Fix doors being avoided by pathfinder & considered 'slow terrain' by path following



Find nearest walkable area routine now runs on background thread



Find nearest zone lookups now more accurately account for floor delta



Optimize nearest zone lookups



Optimize attach to wall visual representation render strategy substantially



Optimize vehicle transfer animation visual render



Optimize spawner state & render initialization

Changes for November 2, 2018 (v2)

Revise thread-based state refresh systems into a shared state manager



Fix fuel system not computing state refresh (rarely impacted other systems too)



Fix typos & several grammar improvements to tutorial text



Added a tutorial step to explain ability to move/drag in-game windows around

Changes for November 2, 2018

Hotfix to address save/load bug

Changes for November 1, 2018

Adds In-Game Tutorial

Five tutorials covering progressively more advanced topics

Adds 1 Steam Achievement earned by beginning any tutorial

Completion of each respective tutorial earns 1 Steam Achievement

Steam Achievements are currently configured as 'hidden' while on edge (unsure if displayed in client)



Fix sector generation thread safety lock-run, was allowing >1 re-generations at once causing corrupted sector state (resulted in stuck & clumping pax, strange behaviors, etc)



Fix sector data pooling bug that caused RAM usage to continually increase



Fix road reachability bug when road targets were shared by >1 object



Fix lighting 'flash' each day at 20:00

Changes for October 30, 2018

Fix road reachability matrix & caching when using one-way taxiways, optimizes too



Fix several minor null references



Fix rain appearing off screen when zoomed out



Fix several needless RAM allocations within Pax AI routines

We're identical to default today. Scenario editor will be coming out early this week though! :)Thank you everyone!!Prior cycle notes below...Keeps on rolling, dragging on a bit further, forward we go! ;)We're almost there though, at least -- finally. Currently we are tentatively planning for the default deploy to be going live next week. We've still got a couple smaller bugs remaining, but generally in pretty good shape now we feel. Keep the reports coming though, so we can ship a nice clean default patch and get the next cycle going as weclose this one out. Thank you!Still a bit more work to do here but we'd expect it to be in much better shape after tonight -- hopefully will mostly be a few minor additions & polish type things left, and we hope fewer bugs! :)More in progress, but wanted to get this one out right away. We'll definitely get the maintenance tweaked tomorrow so that things aren't breaking quite so much, too.Yay!!! Finally, an Edge patch!! Lots in this one tonight, even if it generally doesn't feel too different it really was a pretty substantial amount of code churn involved to get it to the point where we could do some of the things that we needed to be able to do (zones over flooring projects, etc). It's here now though!!Let's start finding the bugs, and therebe some new ones almost certainly, and we'll get on it and start streaming the fixes out. While we made every effort to find the show-stoppers, I'm sure we'll find at leastthat's on the ugly side simply due to the size/scope of the changes made. We'll do our best to keep the fixes coming quickly however, and our plan is to be aggressively striving for complete stability -- and briskly moving towards Experimental & Default.We've got a backlog of saves / emails with bug reports still as well, and a special acknowledgement is deserved to those of you who have already been patiently waiting for their issues to be looked at & resolved. We're going to be getting back to those right away, and we'll of course be scouring here for any new issues as well. With any luck, we'll be ready for Experimental in a week or so! ;)Thank you to everyone for your continued support & for your patience. The community here is just so awesome, and I can't overstate that. The support we receive really is unreal, and it means a ton to us -- even on a personal level, and from a personal stress-reduction perspective. We appreciate you all tremendously -- thank you!!====Alright, that took quite a bit longer than we had expected, although by now we should probably be anticipating such things! :) On the plus side, we have quite a few fixes up for you tonight!We've got more coming still though, specifically a construction project related overhaul which isabout ready but that didn't quite make it in tonight -- though it's right around the corner! When that ships it should resolve the remaining construction/maintenance issues, along with adding some new QoL stuff, too (drawing zones, flooring over placeable object construction & similar). Anyways, while we may be quieter than normal we're actually very much at full steam right now, which means it won't be long until we have some more up for you! :)Alright, bunch of bugfixes & a revamp on staff allocation AI -- goal being to get things working better of course. :) We're only about half way through all of the saves we've received in the last ~7-10 days though, so we've got more fixes coming but we hope this will resolve many of the most severe issues that you've been encountering. We'll have more for you as soon as it's ready, as always! Thank you! :)Small hotfix to address two issues; keep the reports coming & we'll continue getting fixes out as quickly as we can. Ty! :)We still have a handful of saves to get through but we're diligently working through them as quickly as we can. We're aware there are still outstanding bugs here on Edge even after tonight's deploy though, but we'll continue to work through them and thingsalready be shaping up a good bit now with the last few deploys. Keep the reports & saves coming though -- it's incredibly helpful and immensely appreciated!Starting to get more stable now, but should shape up a bit more quickly from here as we'll be back to our normal schedule this week. :)=======Alright, about an hour late but glad we're able to get some fixes out tonight at least. That said, we frankly are not thrilled with the stability yet; it should be substantially less problematic with tonight's build though it still isn't where we'd like to be with the holiday around the corner. We'll do our best to continue to get it whittled down though it's probably going to be late next week before this is really getting to the level of reliability we expect. We probably bit off a bit too much and pushed it too quickly; apologies for that, it happens though we do strive to avoid it as best we can. Nonetheless, we'll get it where it should be as promptly as we can.The prior build (December 18th) had several serialization bugs due to oversights on our part. We unfortunately need to ask that you-- instead use saves created prior (on either Edge or Default), or alternatively begin a new save.We're sorry for the mistake, and even though we do everything we can to avoid this, it's part of the process & is why we don't allow save overwrites on Edge. Thank you for your understanding, and again our apologies.===Woo, there's a lot here! It's likely we will have introduced a few new bugs though we've done our best to get a clean update out for you, and one with a fairly large & broad variety of improvements and additions. We hope you enjoy it, and apologies that it took quite as long as it did -- though we're happy to finally be getting it out tonight. We've got a few more small things to get into this update still, and there are some additional depth items for the retail stuff that we're still working on (discretized inventory, inventory control/management), though this is definitely the bulk of it tonight. :)We'll be jumping on any/all bugs first thing -- if there's anything that was already pending please bump it and make sure we're aware, otherwise continue to report any new issues or bugs as you come across them and we'll address them promptly as usual.Note about backwards compatibility: as normal this updatebackwards compatible BUT you will likely need to hire some additional staff & setup initial scheduling. And if you do happen to have a save that 'blows up' upon opening, please send it over right away so we can diagnose & fix the issue for the next deploy!Thank you!!====Handful of fixes going up tonight. We had been hoping to have the Staff Scheduling ready for edge this week but we're going to miss the timing by a bit. It's working well at this point but we're still working on tying the retail side of things up and fully incorporating the scheduling into all retail objects. Fingers crossed for next week on it. :)We will have some fuel balance adjustments & an underground fuel tank addition ready to go up soon though, not a huge change but still a fairly cool addition to those systems. We'll be doing our best to get that up Friday or Saturday.Tomorrow is a US holiday so we'll largely be taking the day off from code but we'll probably be around the forum still. It's also historically the busiest time for air travel here in the US so if you're at an airport and get any ideas, pass them along! :)Happy Thanksgiving to those that celebrate it & safe travels! Thank you!!Hi all,Wanted to drop a quick impromptu status update on our progress this cycle, in addition to tonight's brief Edge update notes (below).What started as a weekend "fun" project, an initial implementation of a Clone Tool, which is going up with tonight's Edge update! It also lead us to look at some of our placement and rendering code and, in doing so, we came across a few oddities with how the rendering code is working. Primarily, we found that there are some minor but unintended sizing issues that are creating visual artifacts on some objects & on agents -- which basically ends up causing things to not look as sharp or 'crisp' as they otherwise should be. We're going to be working on getting that fixed this cycle, and while it may not be a massive difference it probably is one you'll be able to appreciate when comparing directly. This change will impact the agent & object sprite display, though it isn't our final thought on sprites by any means -- we're still listening to the debate about the agent sprites in general, and we'll be improving the new sprites further (and many existing objects, too!), as we continue to evaluate things as far as the 'legacy' agent sprites go. :)This is in progress and is just about half way home at this point. We spent quite a bit of time on staff scheduling, which the retail systems are pretty heavily dependent on, but we're fairly far into the overhaul now as well and more details about it will be forthcoming as we get closer to it being deploy-ready for edge. It's definitely receiving the 'full revamp' treatment that we intended & have all desired, and it's definitely going to be included in this cycle! =)We’re nearing completion on the staff scheduling and it’s looking fantastic. It’s really going to have a great gameplay impact. We’ve put quite a bit of time into the UX and overall usability of the interface too, so not only will it yield substantial gameplay impact, but it’s also a far cry from the ‘vendor scheduling’ prototype-level interface too.It’smuch better than the vendor scheduling UI that we’ve gone ahead and started incorporating the kiosk workers into the staff scheduling interface which will entirely replace the vendor/kiosk scheduling UI -- thankfully! :)That's the low-down -- still a little ways away from a deploy on the above though it won't belonger now! We'll be getting some bug fixes out this week, too! :)-----PS -- If you missed it on our Twitter , here's a preview of one of the things we're working on this cycle: preview screenshot . =)