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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.

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Alpha 10.10.11 (2019-02-28)

Changes

  • Added ability to favorite furniture to put it first, and filter furniture by favorites

  • Added ability to fine tune sliders in options window using arrow keys while hovering with mouse

Fixes

  • Employees will now attempt to get at a section of path in different ways if it is blocked, instead of just idling

  • More work towards fixing save state corruption

  • Benefits requiring money upfront (e.g. company car) would be free when activating them for new employees

  • Fixed number keys getting translated as being 1 number higher in UI

Alpha 10.10.10 (2019-02-21)

Fixes

  • Possible fix for rare save state corruption

  • Fixed error sound still playing after successfully splitting a room

  • Fixed being able to put furniture in invalid rooms by rotating near a wall while placing

  • Improved feedback window content sizing at bigger UI zoom levels

Alpha 10.10 highlights (including Alpha 10.9.9)

Changes

  • Added path system

  • Added secondary role and task system, so certain tasks and roles can be prioritized over others

  • Ability to drag selection to rectangle to select employees, furniture and parking spaces (using multi select will filter by current selection)

  • Improved selection responsiveness

  • Employee walk paths are now drawn when selected

  • Snow is now dynamically added to exterior walls, roofs and paths (modding guide here: https://softwareinc.coredumping.com/wiki/index.php/Material_Modding )

  • Added grass (you can increase the amount or disable completely in graphics options)

  • Employees now walk 25% slower on grass

  • Added performance column to active deals

  • Road crossings are now added dynamically to improve look of roads and parking

  • Added warning to product detail window when product has no more people to sell to

  • Elevated roads no longer appear blocky in miniatures

  • Added footprints and direction to dirt, and improved dirt spread

  • Employees now actively look at what they're interacting with and randomly around when idling and walking

  • Replaced newsfeed with offline patch notes in main menu

  • Duplicate shortcut now works for rooms (in build mode) and room clone button works for furniture

  • Anchor grid is now mapped to G by default and mapping is shown on grid gizmo

  • Ability to use arrow, esc and enter key in save game window

  • Price overlay when building will now default to being colored according to current bank balance

  • Select building now includes roof in selection

  • 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

  • Fixed bug causing AI companies to sometimes heavily underestimate physical sales and not order enough copies

  • Fixed room textures getting purged on Linux when changing resolution (would cause rooms to be black)

  • Fixed options window spawning new controls every time it was opened

  • Fixed snow and rain sticking to screen

  • Fixed undo placing houses and skyscrapers in custom map mode not working

  • Fixed employees walking through houses in town maps after load

  • Fixed camera zoom being overridden by default value on load

  • Coffee liquid held by employees on other floors would stay visible

  • Fixed wall top edge sometimes having holes or poking out over outdoor areas

  • Clone/blueprint tool will now correctly handle (recursively) surrounded open spaces in a building when checking for collisions

  • Fixed FURNITURE_DEBUG lines not being drawn on top of everything else

  • Fixed path to log file on Linux sometimes being incorrect

Optimizations

  • Improved dirt mesh data handling

  • Optimized all particle systems and disabled particle pausing to try and fix crashes caused by particle systems

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