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Modding: Fix modded sprites pivot calculation. Modding: Use SpriteManager for LRT Tracks allowing LRT Track modding.
Modding: Fix LRT boarding not using all doors on modded LRT trains.Fix some input devices randomly scrolling in dialogs/UIs.
#Simairport best pricing mods#
Fix mods using auto-foundation visible on all levels but the one the object was actually placed on. Fix taxiway not placeable if extrusion is on the spawn road or LRT track. Add seeding to agent names so saves now get a different set of names for initial agents. #Simairport best pricing mod#
when a mod is removed) - the game will now use concrete in this case instead of just having no floor and failing to load the save.
Add a fallback in case a floor goes missing (e.g. Fix modded sprites being offset by the SpriteManager - now rendered correctly. Fix some sprites of multi-level objects being rendered on the same/wrong floor due to some missing configuration. Add early setup for some user settings to make sure they're setup even on the first launch of SA. Fix mod-loader not taking into account all loaded mods when checking for missing mods causing a lot of mods to show up as missing but installed. Fix "Fastest" quality setting causing mods to render incorrectly. Fix runway upgrades working while being under construction. Improve default stationary state for new agent sprites. Improve animations of new agent sprites standing at or boarding from the LRT Platform. Fix possible scaling issue with notifications. Some cleanup of the scene to fix some missing warnings. Fix old save-fix possibly despawning cars that were on a road ramp up causing pax of a flight to go missing. Add check to make sure pax can walk diagonally and improve flow field generation (basically how agents move around). Fix issue where agents would rarely overshoot and run out of a secure area re-doing security (this was caused by the above issue). Fix issue with how the game looks at neighboring cells in several places of code. Fix build menu overlapping bottom menu buttons when UI scale is not 100%. Fix some missing mods not correctly listed in the missing mods list. Improve several reachability and object choosing algorithms - this should give a boost across the board but especially for big airports. Rework automatic slowdown - the game was already slowing down when the job queue got overwhelmed but will now do so in a more consistent manner and will show it in the speed display under the clock. Fix possible issue where some data is not reset when sectors rebuild causing areas to rarely not show correct status for security availability or reachability. Fix a possible issue that may cause planes to be missing completely instead of showing UFO sprite. Fix "Show Non-Secure Path" not being removed after closing the selected object dialog. Add check to make sure one-way paths cannot be placed on security zones (placement in security zones may cause issues with the zone, you can still place them behind the zone though). Fix issue in ModLoader possibly causing some mods to not load correctly on new saves. Fix RESET startup option not running correctly sometimes. Add on-screen keyboard component to input fields for use on the steam deck (this can probably be used on other systems too - let me know if you'd like to use an on-screen keyboard anywhere!). Add detection for whether or not a mouse is connected to hide the virtual cursor on launch (The virtual cursor is the one used when you're controlling the on-screen cursor using a controller). Add a button to teleport apron vehicles to their hangar in case they're completely stuck without a road. #Simairport best pricing windows#
For example, having a radial menu (which will be usable from KB/Mouse as well as Controller) makes it simpler to open tools or windows - especially without having to remember the keybindings! In addition to what's in this update, we've also got some further improvements planned that didn't make it into this update.
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In addition, it does simplify the code for us by a lot and helps us with any new features or additions requiring input. This rework allows us to not only support the Steam Deck better but also allows basically all Controllers, Joysticks, or other Gamepads to be used in SimAirport - the list of supported hardware is indeed rather long. Previously we've done most of the input stuff ourselves (we're really the people who'd like to do everything by ourselves) but have now upgraded the whole system to use Rewired - a well-known and highly regarded input system for Unity.
Input ReworkTo support all inputs of the Steam Deck and to have support for Controllers we've completely overhauled our input system.