We've got more bug fixes this week! There are many more changes in progress, but they are mostly piling up for the big Hazmat update coming next month, so stay tuned!
Fixed impassable tunnels for good:
As "caved in" tunnels have been a recurring issue, we took the time to entirely rework how the game determines tunnel holes. This change should eliminate the possibility of trains hitting terrain in tunnel entrances, and also prevents visual glitches where holes would disappear, fully or partially.
There are still a rare few tunnels placed in such a way that terrain can be still seen in them (e.g. east of Harbor), but this will be fixed separately in the next world update and is now harmless.
Bug fixes, improvement to controls and performance:
We're continually working on bug fixes, and the goal is to reduce them to the absolute possible minimum by the time Hazmat update rolls out.
Notable highlights are that we fixed frequent CPU spikes in VR (actually caused by third party code, thanks for this video), as well as the bug in NonVR where items would drop out of hands and become unable to be picked up again, among other fixes.
--- Full changelog: ---
Railway:
- Reworked tunnel entrances
- Fixed tunnels missing holes sometimes (looking caved in)
- Fixed colliding with terrain at tunnel entrances sometimes
- Fixed tunnel holes being visible (terrain faces sticking out of tunnel walls)
Performance:
- Reduced CPU spikes in VR, caused by 3rd party code (console, VRTK)
Controls:
- Fixed being unable to teleport to shunter from its right cab side
- Fixed a bug where mouse-look could make held item untakeable
- Fixed mouse-look being usable during stashing/unstashing animations
- Fixed locomotive remote battery indicator showing as not charging
Misc:
- Fixed car ID plates having no spaces in cargo names
- Load machine now displays its corresponding track’s ID
Changed files in this update