Full notes
Full Mashinky update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- UI and audio
- Gameplay
- Maps
- Fixes
Hello respected community!
Today I have just a small update. While working on airports and planes, I have generally improved the game, fixed bugs, optimized the engine and added some new rendering features.
Borderless window rendering
Long time requested feature is finally in Mashinky. You can choose borderless rendering and launch the game without changing the monitor resolution, as well as seamlessly switch between Mashinky and other desktop applications.
In order to be able to choose the resolution again even when using a borderless window, I refactored the engine's render pipeline a bit so that the render resolution can be decoupled from the window size.
Additionally, I modified the UI to always render at native resolution. This way, you can reduce the resolution on weaker hardware while maintaining a crisp and readable user interface.
Drive mode improved
I also tried to improve the driver mode experience and since the track may not be visible from all driver camera positions, you can now see the track in front of you including signal states or stations thanks to simple visualization so you can enjoy the ride.
Bug fixes and improvements
Added AI now smoothly increase/decrease throttle (only visual usage, not affecting acc)
Added possibility for animation per each wagon part
When adding waypoint, only reachable stops icons are visible
When adding waypoint, only same type of vehicles are visible (to copy routelist from)
Added Prev/Next button for vehicles, stations, buildings, depo
Keeping the Tab selected when switching to next / prev item (vehicle / stop / depot / building)
Improved winter ground, grass and trees colors a bit
For Mods
Added: All garbage-type cargo should affect station pollution area
Added: Wagon part flags "visible_when***"
Added TrackType/Version flag "alter_wall", able to change internal station wall
When multiple local mods detected in MP, only first 10 are shown in a warning
Added possibility to specify terrain type having huge river across the map
Fixed animspeed param properly gathered from xml even when old vehicletype format used
Fixed using 3D asset name with "2" at the end (which means it is animated), while not having animation on it
Fixed crash when removing industry building (by removing mod)
For Scripts
Added GetNumUpgrades improved so it can count upgrades for all buildings of specific type
Added Script function int GetVehicleType(vehicle);
Added Script function string GetListOfVehiclesByMaxSpeed(vehicleTypeFilter, hashTypeFilter, maxListSize);
Added Script function string GetListOfVehiclesByMaxSpeedReached(vehicleTypeFilter, hashTypeFilter, int maxListSize);
Added Script function string GetListOfVehiclesByMaxAge(vehicleTypeFilter, hashFihashTypeFilterter, int maxListSize);
Added Script function string GetListOfCitiesByPopulation(maxListSize);
Modified 45-NeedForSpeed and 56-DeliveryTele quests
Modified script function GetRemoteQuestVariable so it can return any type convertible to string
Balancing
Modified Slowing station cargo rating drop by 25x
Modified Road vehicles stopping in the station cannot overpass other vehicles there
Modified Cement delivery affects city growth again
Modified Lowered penalization for passing through non-destination station
Fixes
Fixed vehicle slowing down removed before crossroads when other exit from junction is a dead end
Fixed terrain type switching buttons in editor
Fixed face consistency when loading saved game
Fixed stamp signals in tunnels consistency
Fixed Save/load of last load stop id (used to properly choose new destination in autorouting)
Fixed selective removing of rail signal
Fixed block yellow signal
Fixed flickering of signal glow when TXAA enabled
Fixed performance when path has been redundantly recalculated when moving vehicle's info window (due to reselection of vehicle according to it's window focus)
Fixed wasting of performance on repetetive path searching in some other cases
Fixed removing of all industry on map works again in editor
Fixed pixel alignment when upscaling image
Fixed rendering transparent surfaces
Fixed selection highlighting overbrighted colors
Fixed ending of track wrongly positioned in some circumstances
Fixed flickering of loading bar or face of company boss
Fixed buttons in depot according to vehicle type
Fixed rare crash when open the list of vehicles
Fixed smoother movement interpolation in curves (to avoid goniometrics, there were 8 curve points, now raised to 256 precalculated)
Fixed ALT press stayed after Alt-Tab, showing all icons on the map
Fixed ghost non clickable space in depo bonus tab
Fixed depot bottom bar height consistency
Fixed missing some vehicle icons on map after load
Fixed highlighted vehicle path flickering (vanishing and reappearing)
Fixed vehicle position cache (for better performance)
Fixed full throttle when switch in and out of vehicle
Fixed stamps including stations when placed next to another station
Fixed stamps influencing also station upgrades (WIP, still some issues there)
Fixed wrong openning of station window when creating stamp from station
Fixed duplication of vehicle by wrong-type-depot
Fixed crash in pathfinder
Fixed collisions ignoring where track's side wall clipped out
It took me long time, while this update has been just sitting on the experimental branch. When I originally planned to release all these new improvements, there was a nasty bug on a particular GPU that I couldn't get my hands on and fix directly. After some time (and many, many blind fixes and additional debug outputs), I have realized that I could reproduce the similar problem (same occurence, just with different behavior) on a CPU-only renderer (called Reference by the GPU vendors).
Fortunately, this helped resolve the bug without ever reproducing it on my computer, so I was finally able to release this update and resolve many of the reported issues today.
Best regards, Jan
Source
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