Patch notes for v0.8.7b
Simulation determinism
- All simulation math now runs on a pure-integer arithmetic, so results are bit-identical across CPU vendors and machines.
- Fixed vehicle path-finding that could finish on different ticks on different machines.
- Fixed ship path-finding behaving differently depending on whether the pathability overlay was open.
- Fixed terrain props (rocks, bushes) generating non-deterministically.
- Fixed erosion particles overshooting their step during map generation, which could reach far enough to cause a race conflict with a chunk generated on another thread (this fix applies only to newly created games, existing saves are unchanged).
- Terrain generation now computes a fingerprint that is checked on load, reporting a warning on mismatch. Added the print_terrain_fingerprint console command for bug reporting.
- Fixed the cut & paste tool destroying entities outside of the simulation. The consequence is that the paste placer now opens one tick later.
- Fixed prototype initialization order depending on the operating system's locale.
- Fixed equidistant or equal-priority candidates being non-deterministically picked by internal collection order. Tree, chunk and forestry tower selection, truck and buffer assignment, and train dispatch orderings now break ties deterministically.
- Stacker tower tip paths are now ordered deterministically without floating-point math.
Performance
- Fixed dictionaries and sets keyed by tile positions sometimes degrading into linear scans due to unfortunate hash collisions. Worst-case lookups are now 2-3x faster.
- Terrain props are ~4x faster to generate.
Fixes
- Fixed an error in the in-game hub's markdown viewer caused by multiple font requests.
- Fixed images floating in hub text being removed; they are now shown below the text instead.
- Improved image alignment in the in-game hub and updated the links on the main screen.
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