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Patch notes for Alpha 11.7.50 (Testing branch)

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Component printers and assemblers will now automatically be grouped into assembly lines, which should result in less pile ups and I'm hoping it'll make them easier to manage.

Changes

  • Component printers and assemblers are now automatically grouped into assembly lines, which can be assigned to active printing tasks

  • Component printers in an assembly line are now stalled periodically when assigned to tasks that don't need them, avoiding extra component pile ups from other tasks that do

  • Updated Manufacturing tutorial

  • Missing recycler message is now only shown for assemblers assembling the final product

  • Added ability to quickly change room to pillar and vice versa

  • Added percent input field when selling stocks and changed percentage calculation when adding more shares, so it is equal to the amount of company share lost

  • Burglars no longer sneak while being arrested

  • Made furniture culling more aggressive when rendering shadows from the sun to improve shadow rendering performance

  • Added more variety to contract company names

  • Added new task filters to filter deals and contracts

Fixes

  • Fixed security getting stuck in sitting animation if going from loitering to standing guard

  • Fixed stock window breaking when player is worth less than $0

  • Fixed cases of staff being stuck turning around due to floating point precision error

  • Fixed employees sometimes being teleported to bus on load if bus was driving away when saving

  • Fixed bug where employees would skip elevator queuing entirely

  • Game will now display the correct error for snapping furniture when the room placement is invalid

  • Fixed rent data overlay not displaying unrentable rooms correctly

  • Fixed first loaded save after launching game generating nav meshes extremely slowly due to the low default minimum thread count in the .NET threadpool

  • Fixed game freezing for a while on big saves due to the aforementioned nav mesh generation issue

  • Doors and rooms will no longer have the inaccessible/blocked marker if they are in the process of generating nav meshes

  • Fixed cooks being stuck trying to get food to a tray with no food in hand

  • Fixed game freezing when placing furniture in rapid succession in rooms with lots of stuff, due to main thread waiting for navmesh generation to finish

  • Fixed room meshes not being batched correctly for shadowing, decreasing shadow rendering performance for complex buildings

  • Fixed rare cases where code that scales furniture to avoid wall clipping could end up scaling something, that was placed near a wall without clipping it, by a high factor

Patch notes for Alpha 11.7.52

Changes

  • Blueprints can now be grouped together

  • Added search + enter to build in blueprint window

Fixes

  • Fixed pillar tool breaking in basement

  • Fixed manufacturing panels not updating printer and assembler counts if they were hidden when new machines were placed

  • Fixed employees complaining about night shifts on the way home from work, if the walk home takes them into night shift hours

  • Fixed product detail window updating at the end of the day, right before all losses were calculated, thereby showing an incorrect loss value until re-opened

Patch notes for Alpha 11.7.53

Changes

  • SSR is no longer scaled by SSAA, which would cause a large performance drop when both were enabled

Fixes

  • Fixed RECOMPILE_DLL_MOD command throwing back the same cached compile result from launch

  • Fixed being able to place acoustic panels on top of eachother

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