Alpha 10.10 officially out
Alpha 10.10 adds the long requested feature: Paths. You can now build paths from the road construction menu and since employees walk slower on grass in this update, paths won't just be for looks.
Alpha 10.10.11 (2019-02-28)
Changes
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Added ability to favorite furniture to put it first, and filter furniture by favorites
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Added ability to fine tune sliders in options window using arrow keys while hovering with mouse
Fixes
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Employees will now attempt to get at a section of path in different ways if it is blocked, instead of just idling
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More work towards fixing save state corruption
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Benefits requiring money upfront (e.g. company car) would be free when activating them for new employees
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Fixed number keys getting translated as being 1 number higher in UI
Alpha 10.10.10 (2019-02-21)
Fixes
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Possible fix for rare save state corruption
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Fixed error sound still playing after successfully splitting a room
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Fixed being able to put furniture in invalid rooms by rotating near a wall while placing
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Improved feedback window content sizing at bigger UI zoom levels
Alpha 10.10 highlights (including Alpha 10.9.9)
Changes
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Added path system
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Added secondary role and task system, so certain tasks and roles can be prioritized over others
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Ability to drag selection to rectangle to select employees, furniture and parking spaces (using multi select will filter by current selection)
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Improved selection responsiveness
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Employee walk paths are now drawn when selected
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Snow is now dynamically added to exterior walls, roofs and paths (modding guide here: https://softwareinc.coredumping.com/wiki/index.php/Material_Modding )
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Added grass (you can increase the amount or disable completely in graphics options)
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Employees now walk 25% slower on grass
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Added performance column to active deals
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Road crossings are now added dynamically to improve look of roads and parking
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Added warning to product detail window when product has no more people to sell to
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Elevated roads no longer appear blocky in miniatures
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Added footprints and direction to dirt, and improved dirt spread
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Employees now actively look at what they're interacting with and randomly around when idling and walking
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Replaced newsfeed with offline patch notes in main menu
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Duplicate shortcut now works for rooms (in build mode) and room clone button works for furniture
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Anchor grid is now mapped to G by default and mapping is shown on grid gizmo
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Ability to use arrow, esc and enter key in save game window
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Price overlay when building will now default to being colored according to current bank balance
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Select building now includes roof in selection
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Improved how game generates nav and build mesh boundaries for modded furniture when using AutoBounds. Specifically sets minimum width and height for nav mesh and converts build mesh to a line if very thin. This should fix bugs with cubicles, if updated by author (If you are re-using the vanilla cubicle, leaving out nav and build boundary from the XML would be the best solution)
Fixes
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Fixed bug causing AI companies to sometimes heavily underestimate physical sales and not order enough copies
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Fixed room textures getting purged on Linux when changing resolution (would cause rooms to be black)
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Fixed options window spawning new controls every time it was opened
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Fixed snow and rain sticking to screen
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Fixed undo placing houses and skyscrapers in custom map mode not working
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Fixed employees walking through houses in town maps after load
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Fixed camera zoom being overridden by default value on load
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Coffee liquid held by employees on other floors would stay visible
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Fixed wall top edge sometimes having holes or poking out over outdoor areas
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Clone/blueprint tool will now correctly handle (recursively) surrounded open spaces in a building when checking for collisions
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Fixed FURNITURE_DEBUG lines not being drawn on top of everything else
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Fixed path to log file on Linux sometimes being incorrect
Optimizations
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Improved dirt mesh data handling
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Optimized all particle systems and disabled particle pausing to try and fix crashes caused by particle systems
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