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Update notes via Steam Community
The eleventh scenery patch is now released with the following changes:

Editors

  • Fixed problem with route editor map view becoming unresponsive after adding a new chain but cancelling immediately
  • Fixed possible crash in route editor when left-clicking on things in the map view
  • Fixed crash in route editor when changing a node's model source to cutout speed limits while model ID is blank
  • Fixed route editor to update map view after removing things like nodes
  • Fixed possible broken animations when manually placing multiple instances of the same animated model
  • Removed option to merge a looping track into itself in route editor because it would crash
  • Disabled compression when saving data to files in order to make the process more robust
  • Changed file writing to automatically save a .backup copy of the previous file


Editor side panel

  • Fixed possible crash when selecting an option from the editor side panel
  • Fixed problem with side panel tree not responding correctly to mouse button clicks until after clicking at least once on the map view
  • Fixed problem with random tree item being highlighted after selecting an option from a list in the side panel
  • Fixed editor side panel to scroll back to the correct position after selecting an option
  • Fixed bug where a new child node added via the side panel would not appear correctly
  • Renamed side panel bottom edge "Add" button to "OK" since "Add" doesn't make sense in some contexts


Signalling

  • Fixed possible crash in signaller AI
  • Fixed signaller AI to not clear a signal if the signal section overlaps an earlier cleared section (which might lead to conflicting route setting at junctions in looping tracks)
  • Added option to create a fixed distant (one that always shows "caution")
  • Added option to link a distant to the next signal only, effectively creating a repeater
  • Added "SigRoutes" to the route editor side panel when the properties of a signal are opened. These represent the possible paths from that signal onwards to other signals or track sections/ends that can be cleared
  • Added signal option to disable the automatic update of sigroutes


Custom signal models

  • Added option to hide the default models of signals and distants
  • Added function to create the equivalent default model of a signal or distant as plain editable nodes and animations
  • Added entity ID field to node animation data for linking the animation variables to a particular object like a signal or a distant
  • Changed distant and signal descriptions to include the entity ID in the editor side panel
  • Added GWR siding arm model to the built-in library


Miscellaneous

  • Fixed possible crash when loading a route
  • Fixed possible crash when generating LODs
  • Fixed crash when loading a packed model that has invalid file path characters in its ID
  • Fixed possible crash when loading a packed model with high number of vertices
  • Fixed cutout speed limit signs: reshaped '6', rescaled '7' and restored old thinner and more realistic arrows
  • Reduced memory consumption of the terrain system
  • Added low memory notification




The picture shows a custom tall semaphore with co-acting arms for visibility. Screenshot from a work-in-progress route mod.

What's next?


The next major update will be the gameplay update (more on that later), and smaller patches as required.
Diesel Railcar Simulator Content Depot 750171
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