Legend:
- C:SL = Cities: Skylines game updates
- TM:PE = Traffic Manager: President Edition
- TPP2 = Traffic++ V2
- TMPlus = Traffic Manager Plus
- TPP:AI - Traffic++ Improved AI
- TPP = Traffic++
- TM = Traffic Manager
TM:PE 10.21.1 hotfix, 06/07/2019
- Fixed: Speed panel tanks fps if train tracks on screen (thanks rlas & DaEgi01!) (#411, #413)
- Meta: Main changelog refactored (#412)
TM:PE 10.21, 02/07/2019
- Added: Cims have individual driving styles to determine lane changes and driving speed (#263 #334)
- Added: Miles Per Hour option for speed limits (thanks kvakvs) (#384)
- Added: Selectable style (US, UK, EU) of speed sign in speed limits UI (thanks kvakvs) (#384)
- Added: Differentiate LABS, STABLE and DEBUG branches in UI (#326, #333)
- Added: Keybinds tab in mod options - choose your own shortcuts! (thanks kvakvs) (#382)
- Added: Show keyboard shortcuts in button tooltips where applicable (thanks kvakvs) (#382)
- Added: Basic support of offline mode for users playing on EA's Origin service (#333, #400)
- Improved:: Avoid setting loss due to duplicate TM:PE subscriptions (#333, #306, #149, #190, #211, #400)
- Fixed: Vehicle limit count; compatibility with More Vehicles mod (thanks Dymanoid) (#362)
- Fixed: Mail trucks ignoring lane arrows (thanks Subaru & eudyptula for feedback) (#307, #338)
- Fixed: Vehicles stop in road trying to find parking (thanks eudyptula for investigating) (#259, #359)
- Fixed: Random parking broken (thanks s2500111 for beta testing) (#259, #359)
- Fixed: Pedestrian crossing restriction affects road-side parking (#259, #359)
- Fixed: 'Vanilla Trees Remover' is now compatible (thanks TPB for fixing) (#331, #332)
- Fixed: Single-lane bunching on DLS higher than 50% (#263 #334)
- Fixed: Lane changes at toll booths (also notified CO of bug in vanilla) (#225, #355)
- Fixed: Minor issues regarding saving/loading junction restrictions (#358)
- Fixed: Changes of default junction restrictions not reflected in UI overlay (#358)
- Fixed: Resetting stuck cims unpauses the simulation (#358, #351)
- Fixed: Treat duplicate TM:PE subscriptions as mod conflicts (#333, #306, #149, #190, #400)
- Fixed: TargetInvocationException in mod compatibility checker (#386, #333)
- Fixed: Issue with Paradox login blurring compatibility checker dialog (#404)
- Updated: Game version 1.12.1-f1 compatible (#403)
- Updated: Chinese translation (thanks Emphasia) (#375, #336)
- Updated: German translation (thanks kvakvs) (#384)
- Updated: Polish translation (thanks krzychu124) (#384, #333)
- Updated: Russian translation (thanks vitalii201 & kvakvs) (#327, #328)
- Updated: Renamed 'Realistic driving speeds' to 'Individual driving styles' (#334)
- Removed: Obsolete
TMPE.GlobalConfigGenerator
module (#367, #374) - Meta: Separate binaries for Stable and Labs on GitHub release pages (#360)
- Meta: Initial documentation for release process in wiki (see
Contributing
page) (#360) - Meta: Added GitHub issue templates for bugs, features, translations. (#272)
- Meta: Added
.editorconfig
file for IDE code indenting standardisation (#392, #384) - Meta: Added entire
.vs/
and.idea/
folders to.gitignore
(#395, #382) - Meta: Updated install guide to include section for EA Origin users (#333)
- Meta: Enable latest C#
LangVersion
in all projects (#398)
- Fixed: Numerous bugs in Campus DLC
- Updated: Compatible with C:SL 1.12.0-f5
- Updated: Korean translation (thanks Twotoolus-FLY-LShst) (#294)
- Updated: French translation (thanks PierreTSE) (#311)
- Added: University areas & lots of buildings
- Added: Choose bus to use on bus lines
- Fixed: Mod options overlapping issue (#250, #266).
- Updated: Moved "Delete" step button on timed traffic lights (#283, #285).
- Updated: "Vanilla Trees Remover" as incompatible mod (it breaks mod options screen) (#271, #290).
- Updated: Mod incompatibility checker can now be disabled, or skip disabled mods (#264, #284, #286).
- Updated: Chinese language (thanks Emphasia) (#285, #286).
- Updated: Japanese language (thanks mashitaro) (#258).
- Fixed: Parking AI: Cars do not spawn at outside connections (#245)
- Fixed: Trams perform turns on red (#248)
- Updated: Service Radius Adjuster mod by Egi removed from incompatible mods list (#255)
- Added: Turn-on-red can now be toggled for unpreferred turns between one-ways
- Improved: Train behavior at shunts: Trains now prefer to stay on their track (#230)
- Improved: Parking AI - Improved public transport (PT) usage patterns, mixed car/PT paths are now possible (#218)
- Fixed: Lane selection for u-turns and at dead ends (also optimised) (#101)
- Fixed: Parking AI - Tourist cars despawn because they assume they are at an outside connection (#218)
- Fixed: Parking AI - Return path calculation did not accept beautification segments (#218)
- Fixed: Parking AI - Cars/Citizens waiting for a path might jump around (#218)
- Fixed: Vanilla lane randomization does not work as intended at highway transitions (#112)
- Fixed: Vehicles change lanes at tollbooths (#225)
- Fixed: Path-finding: Array index is out of range due to a race condition (#221)
- Fixed: Citizen not found errors when using walking tours (#219)
- Fixed: Timed light indicator only visible when any timed light node is selected (#222)
- Updated: Compatible with C:SL 1.11.1-f4
- Updated: Synchronized code and version with stable version
- Updated: List of incompatible mods (#115)
- Updated: Russian translation (thanks to vitalii201 for translating) (#207)
- Removed: Stable version from list of incompatible mods (#168)
- Meta: Introduced new versioning scheme (10.17 instead of 1.10.17)
- Fixed: Remove duplicate map
- Improved: New icons for empty and remove_priority_sign settings (thanks aubergine10 for those icons) (#75, #77)
- Fixed: Problem with vehicle despawn after road upgrade/remove (thanks pcfantasy for implementation suggestion)(#86, #101)
- Fixed: problem with vehicles unable to choose lane when u-turn at dead-end (thanks pcfantasy for implementation and aubergine10 for neccesary tests)(#101)
- Fixed: problem when user couldn't change state of 'Turn on Red' while enabled_by_default option not selected (thanks Sp3ctre18 for bug confirmation) (#102)
- Fixed: Fixed 'silent error' inside log related with "Esc key handler" (#92)
- Updated: Greatly improved incompatible mod scanner, added dialog to list and unsubscribe incompatible mods (#91)
- Updated: Changed mod name in Content Manager to TM:PE
- Updated: Added missing logic for noise density calculations (thanks to pcfantasy for fix) (#66)
- Meta: Discord server was set up by FireController1847 - link in mod description
- Meta: Added project building instructions and PR review
- Added: (Experimental) Turn on red (thanks to FireController1847 for implementation and to pcfantasy for source code base)
- Added: Notification if user is still subscribed to old original TM:PE
- Improved: Use Escape key to close Traffic Manager without returning to Pause Menu (thanks to aubergine10 for suggestion) (#16)
- Improved: New icons for cargo and passenger train restriction (thanks to aubergine10) (#17)
- Updated: Updated pathfinding with missing vanilla logic
- Updated: Tweaked values in CargoTruckAI path finding (thanks to pcfantasy for improvement suggestion)
- Updated: Tweaked speed multiplier of reckless drivers to get more realistic speed range (thanks to aubergine10 for suggestion) (#23)
- Updated: Simplified Chinese translation updated (thanks to Emphasia for translating)
- Fixed: Added missing Car AI type (postVanAI) - now post vans and post trucks are assigned to service vehicles group
- Fixed: Vehicles doesn't stop when driving through toll booth - fixes toll booth income too
- Fixed: Cargo Airport doesn't work (Cargo planes not spawning and not arriving)
- Fixed: Mod Options layout (text label overlaps slider control if too wide)
- Updated: Compatible with C:SL 1.11.1-f2
- Updated: Polish translation
- Updated: Korean translation (thanks to Toothless FLY [ROK]LSh.st for translating)
- Fixed: Cargo planes circle and use buildings that do not otherwise have any plane traffic
- Fixed: Vehicles can't cross the center line of Small Industry roads
- Fixed: Various bugs in game and DLCs
- Fixed: Toll booth not working
- Meta: Roads United Core also breaks toll booths
- Added: Allow/disallow vehicles to enter a blocked junction at transition and pedestrian crossing nodes (#195)
- Fixed: Emergency vehicles pass closed barriers at level crossings
- Fixed: Bus lines render u-turn where they should not (#207)
- Fixed: Parking AI - Cims leaving the city despawn their car at public transport stations (#214)
- Fixed: Crossing restrictions do not work at intersection between road and highway (#212)
- Updated: Compatible with C:SL 1.11.0-f3
- Updated: Bent nodes do not allow for u-turns by default (#170)
- Updated: Russian translation (thanks to vitalii2011 for translating)
- Added: Toll booths
- Added: Postal service, vans and trucks
- Added: Additional industry vehicles
- Added: Cargo airport and planes
- Added: Warehouses and storage buildings
- Fixed: Bugs in various DLCs
- Updated: U-turn lane connections are represented by appropriate lane arrow (#201)
- Fixed: Heavy vehicles are unable to u-turn at dead ends (#194)
- Fixed: Routing & Priority rules do not work properly for acute (< 30°)/obtuse(> 150°) segment angles (#199)
- Fixed: Buses do not prefer lanes with correct lane arrow (#206)
- Fixed: Race condition in path-finding might cause paths to be assigned to wrong vehicle/citizen (#205)
- Fixed: Vehicles are unable to perform u-turns when setting off on multi-lane roads (#197)
- Improved: Parking AI - Improved park & ride behaviour
- Fixed: Parking AI causes unnecessary path-findings (#183, thanks to Sipke82 for reporting)
- Fixed: Prohibiting cims from crossing the road also affect paths where crossing is unnecessary (#168, thanks to aubergine10 for reporting)
- Updated: Parking AI - Walking paths from parking position to destination building take public transportation into account
- Updated: Compatible with C:SL 1.10.1-f3
- Updated: Re-implemented path-finding algorithm
- Updated: French translation (thanks to mjm92150 for translating!)
- Fixed: Various bugs in game and DLCs
- Added: Button to remove parked vehicles (in options dialog, see maintenance tab)
- Fixed: Parking AI - Cims spawn pocket cars when they originate from an outside connection
- Fixed: Incorrect speed limits returned for pedestrian lanes
- Fixed: Routing is not updated while the game is paused (thanks to Oh My Lawwwd! for reporting)
- Fixed: Vanilla traffic lights are ignored when either the priority signs or timed traffic light features are disabled (thanks to aubergine10 for reporting)
- Fixed: Park maintenance vehicles are not recognized as service vehicles
- Fixed: Cars leaving city state "thinking of a good parking spot" (thanks to aubergine10 for reporting)
- Updated: Parking AI - Removed check for distance between parked vehicle and target building
- Updated: Korean translation (thanks to Toothless FLY [ROK]LSh.st for translating)
- Updated: Polish translation (thanks to Krzychu1245 for translating)
- Fixed: U-turn routing is inconsistent on transport lines vs. bus paths (#137, thanks to Zorgoth for reporting this issue)
- Fixed: Junction restrictions for pedestrian crossings are sometimes not preserved (#142, thanks to Anrew and wizardrazer for reporting this issue)
- Fixed: Geometry subscription feature may cause performance issues (#145)
- Fixed: Parking AI: Transport mode storage causes performance issues during loading (#147, thanks to hannebambel002 and oneeyets for reporting and further for providing logs and savegames)
- Added: Lane connector can be used on monorail tracks
- Added: Mod option - Main menu size can be controlled
- Added: Mod option - GUI and overlay transparency can be controlled
- Added: Mod option - Penalties for switching between different public transport lines can be toggled
- Added: Cims can now be removed from the game
- Improved: Advanced Vehicle AI - Tuned parameters
- Improved: Randomization for realistic speeds such that vehicles may change their target velocity over time
- Improved: Vehicle position tracking
- Improved: Mod compatibility checks
- Improved: Parking AI - Improved behaviour in situations where vehicles are parked near public transport hubs and road connections are partially unavailable
- Improved: Window design
- Fixed: Parking AI - Not all possible paths are regarded during path-finding
- Fixed: Parking AI - Cims become confused when trying to return their abandoned car back home (special thanks to Wildcard-25 for reporting and solving this issue)
- Fixed: Parking AI - Cims do not search for parking building when road-side parking spaces are found
- Fixed: Parking AI - Parked vehicles are spawned near the source building even when cims are already en route
- Fixed: Parking AI - Cims sometimes get stuck in an infinite loop while trying to enter their parked car
- Fixed: Lane connector does not work for roads with more than ten lanes
- Fixed: Allowing/Disallowing vehicles to enter a blocked junction does not work for certain junctions
- Updated: Compatible with C:SL 1.9.2-f1
- Updated: Compatible with C:SL 1.9.3-f1
- Updated: Compatible with C:SL 1.10.0-f3
- Updated: Dynamic Lane Selection: Absolute speed measurements are used instead of relative measurements
- Updated: Service vehicles now allowed to ignore lane arrows when leaving their source building; better for dead-end roads with median
- Updated: Korean translation (thanks to Toothless FLY [ROK]LSh.st for translating)
- Added: Park maintenance service and vehicle
- Added: Walking tours
- Added: Sightseeing bus tours and depot
- Added: Hot air balloons
- Fixed: Confused ships rotating forever
- Fixed: All traffic use Bus & Taxi lane when Old Town policy is active
- Fixed: Lots of other game and DLC bugs
- Updated: Trees reduce noise pollution
- Fixed: Bugs caused by prior patch
- Fixed: Minor bugs
- Added: Randomization for lane changing costs
- Added: Randomization for "trucks prefer innermost lanes on highways" costs
- Added: path-finding costs for public transport transitions
- Fixed: Main menu button might be out of view
- Fixed: Division by zero occurs for low speed roads
- Fixed: Automatic pedestrian lights at railroad do not work as expected
- Fixed: Timed traffic lights show up for bicycles (they should not)
- Fixed: Due to a multi-threading issue junction restrictions may cause the game state to become inconsistent
- Fixed: Routing rules prevents vehicles from spawning when starting building lies too close to an intersection/road end
- Fixed: Disabling tutorial message has no effect
- Fixed: "Stay on lane" feature does not work as intended for certain nodes
- Updated: Compatible with C:SL 1.9.1
- Updated: Busses are allowed to switch multiple lanes after leaving a bus stop
- Updated: Pedestrian traffic lights do not show up if crossing the street is prohibited
- Updated: Simplified Chinese translation updated (thanks to Emphasia for translating)
- Updated: Polish translation updated (thanks to Krzychu1245 for translating)
- Removed: Unnecessary calculations in path-finding
- Removed: UI scaling
- Fixed: Various game bugs
- Updated: Updated Unity to 5.6.4p2
- Added: Possibility to add priority signs at multiple junctions at once (press Shift)
- Added: Tutorials (can be disabled in the options window globally)
- Updated: Compatible with C:SL 1.9.0-f5
- Added: Biofuel busses and recycling trucks
- Added: Electric cars and parking spaces with chargers
- Fixed: Huge number of game and localisation bugs
- Updated: Noise Pollution overhaul
- Updated: Train track intersection rules
- Updated: Unity version has been updated to 5.6.3p4
- Fixed: Setting unlimited speed limit causes vehicles to crawl at low speed (thanks to sethisuwan for reporting this issue)
- Fixed: Vehicle-separated traffic lights do not show up for trams & monorails (thanks to thecitiesdork for reporting this issue)
- Improved: performance
- Fixed: Pedestrians sometimes ignore red traffic light signals (thanks to (c)RIKUPI™ for reporting this issue)
- Fixed: Timed traffic lights do not correctly recognize set vehicle restrictions (thanks to alborzka for reporting this issue)
- Updated: Compatible with C:SL 1.8.0-f3
- Added: Festival areas
- Fixed: Pathfinder causing problems with multiple policies
- Fixed: Traffic routes info view does not show bicycles for players who don't own After Dark
- Fixed: Ships can travel on land and through dam
- Fixed: Cargo Train Terminal not working when build next to road with bicycle lanes
- Fixed: Large number of other game bugs
- Fixed: Default routing is disabled if the lane connector is used on a subset of all available lanes only
- Fixed: Parking AI cannot be enabled/disabled
- Fixed: Lane connection points can connected to themselves
- Updated: Polish, Korean, and Simplified Chinese translations
- Added: Dynamic Lane Selection
- Added: Adaptive step switching
- Added: Individual vehicles may be removed from the game
- Added: Mod option - Vehicle restrictions aggression
- Added: Mod option - Vehicles follow priority rules at junctions with timed traffic lights
- Added: Path-find statistics label
- Added: Confirmation dialog for "Clear Traffic" button
- Improved: Path-finding performance
- Improved: Traffic measurement engine performance
- Improved: Currently active timed traffic light step is remembered
- Improved: Disabling the Parking AI triggers graceful clean up procedure
- Improved: Vehicle state tracking
- Improved: Parking AI - Vehicles can now find parking spaces at the opposite road side
- Improved: Parking AI - Included an improved fallback logic for some edge cases
- Improved: Parking AI - Citizens should now be more successful in returning their cars back home
- Improved: Parking AI - Tuned parking radius parameters
- Improved: Parking AI - If the limit for parked vehicles is reached and parking fails due to it, no alternative parking space is queried
- Improved: Vehicle AI - Busses prefer lanes with correct lane arrow over incorrect ones
- Fixed: Workaround for a base game issue that causes trams to get stuck
- Fixed: Using the bulldozer tool might lead to inconsistent road geometry information
- Fixed: Citizens that fail to approach their parked car fly towards their target building
- Fixed: Parking AI: Path-finding fails if cars are parked too far away from a road
- Fixed: Parking AI: Citizens approaching a car start to float away
- Fixed: "Heavy vehicles prefer outer lanes on highways" does not work
- Fixed: The lane connector does not allow connecting all available lane end points at train stations and on bidirectional one-lane train tracks
- Fixed: Vehicles may get stuck in several situations
- Updated: Compatible with C:SL 1.7.2-f1
- Updated: Upgrading to a road with bus lanes now copies an already existing traffic light state to the new traffic light
- Updated: Adding a vehicle separate light to a timed traffic lights applies the main light configuration
- Updated: Vehicles use queue skipping to prioritize path-finding runs that are caused by road modifications
- Updated: Trains do not longer stop in front of green timed traffic lights
- Updated: Relocated some mod options
- Updated: It is now possible to connect train station tracks and outside connections with the lane connector
- Updated: Trains do not wait for each other anymore near timed traffic lights
- Updated: The option "Road condition has a bigger impact on vehicle speed" is only shown if the Snowfall DLC is owned
- Updated: Reorganized global configuration file (sorry, your main menu and main button positions are reset)
- Updated: The flow/wait calculation mode to be used is now configurable via the global configuration file
- Fixed: Multiple public transport stops at the same location causing division by zero / crashing the UI
- Fixed: Double clicking creating multiple stops at the same place
- Fixed: Various other bugs
- Fixed: Vehicles cannot perform u-turns at junctions with only one outgoing segment (thanks to Sunbird for reporting this issue)
- Fixed: Path-finding costs for large distances exceed the maximum allowed value (thanks to Huitsi for reporting this issue)
- Fixed: Under certain circumstances path-finding at railroad crossings allow switching from road to rail tracks.
- Updated: Simplified Chinese translation
- Improved: Language can now be switched without requiring a game restart
- Fixed: Routing calculation does not work as expected for one-way roads with tram tracks (thanks to bigblade66, Battelman2 and AS_ for reporting and providing extensive information)
- Fixed: Copying timed traffic lights causes timed traffic lights to be omitted during the save process (thanks to jakeroot and t1a2l for reporting this issue)
- Fixed: In certain situations unnecessary vehicle-separate traffic lights are being created
- Fixed: Upgrading a train track segment next to a timed traffic light causes trains to ignore the traffic light
- Fixed: Hotfix - Cable cars despawn at end-of-line stations
- Updated: Compatible with C:SL 1.7.1-f1
- Updated: Polish, Korean and Italian translation
- Added: Mod option - Ban private cars and trucks on bus lanes
- Improved: Optimized path-finding
- Fixed: Path-finding is unable to calculate certain paths after modifying the road network
- Updated: Increased path-finding cost for private cars driving on bus lanes
- Updated: Increased path-finding cost for disregarding vehicle restrictions
- Updated: Spanish and French translation
- Fixed: Minor bugs
- Improved: Modified junction restrictions come into effect instantaneously
- Fixed: AI: Segment traffic data is not taken into account
- Fixed: Priority rules are not properly obeyed
- Fixed: Under certain circumstances priority signs cannot be removed
- Fixed: Path-finding is unable to calculate certain paths
- Updated: UI - Saving a timed step does not reset the timed traffic light to the first state
- Removed: Default vehicle restrictions from bus lanes
- Removed: Disabled notification of route recalculating because some players report crashes
- Improved: UI - Main menu & UI tools performance improved
- Fixed: Traffic lights can be removed from junctions that are controlled by a timed traffic light program
- Fixed: Using the vanilla traffic light toggling feature crashes the game if TMPE's main menu has not been opened at least once
- Fixed: AI - More car traffic and less public transportation present than in vanilla
- Updated: French, Dutch and Korean translation
- Added: Parking restrictions
- Added: Speed limits can be set up for individual lanes with the Control key
- Added: Added timed traffic light and speed limit support for monorails
- Added: Copy & paste for individual timed traffic lights
- Added: Rotate individual timed traffic lights
- Added: Lane customizations may come into effect instantaneously
- Added: Mod option - Main button position can be locked
- Added: Mod option - Main menu position can be locked
- Added: Mod option - Added language selection in options dialog
- Added: Mod option - Customization of lane arrows, lane connections and vehicle restrictions can now come into effect instantaneously
- Added: Support for custom languages
- Added: Korean translation (thanks to Toothless FLY [ROK]LSh.st for translating)
- Improved: Performance improvements
- Improved: Advanced Vehicle AI - Algorithm updated, performance improved - Possible routing decisions are now being pre-calculated
- Improved: AI - Tuned path-finding parameters
- Fixed: Cars sometimes get stuck forever when the Advanced Parking AI is activated (thanks to cmfcmf for reporting this issue)
- Fixed: Busses do not perform u-turns even if the transport line show u-turns (thanks to dymanoid for reporting this issue)
- Fixed: Timed traffic lights do not work as expected on single-direction train tracks (thanks to DaEgi01 for reporting this issue)
- Fixed: Vehicle restriction and speed limit signs overlay is displayed on the wrong side of inverted road segments
- Fixed: Influx statistics value is zero (thanks to hjo for reporting this issue)
- Updated: Compatible with C:SL 1.7.0-f5
- Updated: Major code refactorings
- Updated: UI - More compact, movable main menu UI
- Updated: translations: German, Polish, Russian, Portuguese, Traditional Chinese
- Updated: Path-finding cost multiplicator for vehicle restrictions is now configurable in TMPE_GlobalConfig.xml
- Updated: Unified traffic light toggling feature with game code
- Updated: Reworked the way that traffic measurements are performed
- Added: Ferries
- Added: Cable Cars
- Added: Elevated monorail
- Added: Blimps
- Added: New stations, transport hubs and service buildings
- Added: Named routes
- Added: One-way train tracks
- Added: Emergency vehicles choose free lane if available, otherwise lane with least traffic
- Added: More public transport info views
- Added: Choose if rail stations accept intercity traffic
- Added: Stop signs at intersections
- Added: Toggle traffic lights at intersections
- Added: Vehicles have show / hide routes button
- Added: Automatic public transport vehicle unbunching
- Fixed: Train tracks could be updated after disaster by upgrading
- Fixed: Helicopters still won't visit buildings with no road connection
- Fixed: Lots of errors, particularly localisation
- Updated: Increased emergency vehicles speed
- Updated: Smaller outside connection capacity for smaller roads
- Updated: Upgraded to Unity 5.5.3f1
- Improved: lane selection for busses if the option "Busses may ignore lane arrows" is activated
- Fixed: The game sometimes freezes when using the timed traffic light tool
- Fixed: Lane connections are not correctly removed after modifying/removing a junction
- Fixed: Selecting a junction for setting up junction restrictions toggles the currently hovered junction restriction icon
- Updated: Lane connections can now also be removed by pressing the backspace key
- Updated: Compatible with C:SL 1.6.3-f1
- Fixed: Helicopter not used if building has no road connection
- Fixed: Various other game bugs
- Added: Tram lanes can now be customized by using the lane connector tool
- Improved: Minor performance optimizations for priority sign simulation
- Fixed: Wait/flow ratio at timed traffic lights is sometimes not correctly calculated
- Fixed: A deadlock situation can arise at junctions with priority signs such that no vehicle enters the junction
- Fixed: When adding a junction to a timed traffic light, sometimes light states given by user input are not correctly stored
- Fixed: Joining two timed traffic lights sets the minimum time to "1" for steps with zero minimum time assigned
- Fixed: Modifications of timed traffic light states are sometimes not visible while editing the light (but they are applied nonetheless)
- Fixed: Button background is not always correctly changed after clicking on a button within the main menu
- Improved: Selection of overlay markers on underground roads (thanks to Padi for reminding me of that issue)
- Improved: Minor performance improvements
- Fixed: Timed traffic light data can become corrupt when upgrading a road segment next to a traffic light, leading to faulty UI behaviour (thanks to Brain for reporting this issue)
- Fixed: The position of the main menu button resets after switching to the free camera mode (thanks to Impact and gravage for reporting this issue)
- Fixed: A division by zero exception can occur when calculating the average number of waiting/floating vehicles
- Fixed: After leaving the "Manual traffic lights" mode the traffic light simulation is not cleaned up correctly (thanks to diezelunderwood for reporting this issue)
- Fixed: Insufficient access rights to log file causes the mod to crash
- Updated: Compatible with C:SL 1.6.2-f1
- Fixed: Speed limits for elevated/underground road segments are sometimes not correctly loaded (thanks to Pirazel and [P.A.N] Uf0 for reporting this issue)
- Improved: Path-finding performance (a bit)
- Fixed: Check for invalid road thumbnails in the "custom default speed limits" dialog
- Added: It is now possible to set speed limits for metro tracks
- Added: Custom default speed limits may now be defined for train and metro tracks
- Improved: Customizable junctions are now highlighted by the lane connector tool
- Improved: UI behaviour
- Improved: Performance improvements
- Fixed: Selecting a junction to set up priority signs sometimes does not work (thanks to Artemis Seven for reporting this issue)
- Fixed: Automatic pedestrian lights do not work as expected at junctions with incoming one-ways and on left-hand traffic maps
- Updated: Junction restrictions may now be controlled at bend road segments
- Fixed: Taxis are not being used
- Fixed: Prohibiting u-turns with the junction restriction tool does not work (thanks to Kisoe for reporting this issue)
- Fixed: Cars are sometimes floating across the map while trying to park (thanks to [Delta ²k5] for reporting this issue)
- Added: Italian translation (thanks to Admix for translating)
- Improved: Advanced AI: Improved lane selection
- Improved: Overall user interface performance
- Improved: Overlay behaviour
- Improved: Traffic measurement
- Improved: Auto pedestrian lights at timed traffic lights behave more intelligently now
- Fixed: Parking AI - Cims that try to reach their parked car are sometimes teleported to another location where they start to fly through the map in order to reach their car
- Fixed: Parking AI - Cims owning a parked car do not consider using other means of transportation
- Fixed: Parking AI - Residents are unable to leave the city through a highway outside connection
- Fixed: Trains/Trams are sometimes not detected at timed traffic lights
- Updated: Compatible with C:SL 1.6.2-f1
- Updated: The position of the main menu button is now forced inside screen bounds on startup
- Updated: A timed traffic light step with zero minimum time assigned can now be skipped automatically
- Updated: Using the lane connector to create a u-turn now automatically enables the "u-turn allowed" junction restriction
- Updated: French translation (thanks to simon.royer007 for translating)
- Fixed: Various errors in game
- Added: Korean language (thanks to Toothless FLY [ROK]LSh.st for translating)
- Updated: Chinese language code (zh-cn -> zh) in order to make it compatible with the game (thanks to Lost丶青柠 for reporting this issue)
- Fixed: Average speed limits are not correctly calculated for road segments with bicycle lanes (thanks to Toothless FLY [ROK]LSh.st for reporting this issue)
- Removed: "Evacuation busses may only be used to reach a shelter" (CO fixed this issue)
- Updated: Compatible with C:SL 1.6.1-f2
- Added: "Stay on lane" - Press Shift + S in the Lane Connector tool can cycle through lane directions.
- Fixed: Bicycles cannot change from bicycle lanes to pedestrian lanes
- Fixed: Travel probabilities set in the "Citizen Lifecycle Rebalance v2.1" mod are not obeyed (thanks to informmanuel, shaundoddmusic for reporting this issue)
- Fixed: Number of tourists seems to drop when activating the mod (statistics were not updated, thanks to hpp7117, wjrohn for reporting this issue)
- Fixed: When loading a second savegame a second main menu button is displayed (thanks to Cpt. Whitepaw for reporting this issue)
- Fixed: While path-finding is in progress vehicles do "bungee-jumping" on the current segment (thanks to mxolsenx, Howzitworld for reporting this issue)
- Fixed: Cims leaving the city search for parking spaces near the outside connection which is obviously not required
- Updated: U-turns are now only allowed to be performed from the innermost lane
- Updated: TMPE now detects if the number of spawned vehicles is reaching its limit (16384). If so, spawning of service/emergency vehicles is prioritized over spawning other vehicles.
- Added: Missing service enumerators to modding API
- Fixed: Relocating emergency shelter breaks evacuation route
- Fixed: Citizens using evacuation routes like a bus route
- Fixed: Lots of other bug fixes to game and Disasters DLC
- Updated: Chinese localisation added
- Improved: Tweaked u-turn behaviour
- Improved: Info views
- Fixed: Despite having the Parking AI activated, cims sometimes still spawn pocket cars.
- Fixed: When the Parking AI is active, bicycle lanes are not used (thanks to informmanuel for reporting this issue)
- Fixed: Taxis were not used (thanks to [Delta ²k5] for reporting)
- Fixed: Minor UI fix in Default speed limits dialog
- Fixed: Mod crashed when loading a second savegame
- Updated: translations: Polish, Chinese (simplified)
- Updated: Compatible with C:SL 1.6.0-f4
- Meta: This was the final release of TPP2
- Meta: TM:PE continued as the main traffic mod for the game
- Meta: The TPP/TPP2 can still be found in the Network Extensions 2 project
- Added: Default speed limits
- Added: Parking AI (replaces "Prohibit cims from spawning pocket cars")
- Added: Main menu button is now moveable
- Added: Mod option - Heavy vehicles prefer outer lanes on highways
- Added: Mod option - Realistic speeds
- Added: Mod option - Evacuation busses may ignore traffic rules (Natural Disasters DLC required)
- Added: Mod option - Evacuation busses may only be used to reach a shelter (Natural Disasters DLC required)
- Added: Traffic info view shows parking space demand if Parking AI is activated
- Added: Public transport info view shows transport demand if Parking AI is activated
- Added: Info texts for citizen and vehicle tool tips if Parking AI is activated
- Improved: AI - Improved lane selection, especially on busy roads
- Improved: AI - Improved mean lane speed measurement
- Updated: Compatible with C:SL 1.6.0-f4
- Updated: Extracted internal configuration to XML configuration file
- Updated: Changed main menu button due to changes in the game's user interface
- Updated: Translations for German, Portuguese, Russian, Dutch, Chinese (traditional)
- Removed: Compatibility check for Traffic++ V2 due to excessive workload
- Added: Disasters
- Added: Disaster Recovery Service (Van and Helicopter)
- Added: Police / Fire / Ambulance Helicopters
- Added: Pumping Service & Trucks
- Added: Emergency Shelter & Evacuation Bus
- Added: Additional policies (eg. Helicopter Priority)
- Added: Ability for roads to be destroyed by disasters
- Fixed: Timed traffic lights window disappears when clicking on it with the middle mouse button (thanks to Nexus and Mariobro14 for helping me identifying the cause of this bug)
- Updated: Compatible with C:SL 1.5.2-f3
- Added: Button to reset stuck vehicles/cims (see mod settings menu)
- Fixed: Implemented a permanent fix to solve problems with stuck vehicles/cims caused by third party mods
- Fixed: AI: Lane merging was not working as expected
- Fixed: Pedestrian light states were sometimes not being stored correctly (thanks to Filip for pointing out this problem)
- Updated: AI - Improved lane selection algorithm
- Fixed: Timed traffic lights should now correctly detect trains and trams
- Fixed: GUI: Junction restriction icons sometimes disappear
- Updated: AI - Lane changes are reduced on congested road segments
- Updated: Chinese (simplified) translation
- Updated: Compatible with C:SL 1.5.1-f3
- Added: Players can now disable spawning of pocket cars
- Fixed: Timed traffic lights were flickering
- Fixed: Pedestrian traffic lights were not working as expected
- Fixed: When upgrading/removing/adding a road segment, nearby junction restrictions were removed
- Fixed: Setting up vehicle restrictions affects trams (thanks to chem for reporting)
- Fixed: Manual pedestrian traffic light states were not correctly handled
- Fixed: Junction restrictions overlay did not show all restricted junctions
- Updated: Chinese (simplified) translation
- Improved: Performance improvements
- Fixed: In-game traffic light states are now correctly rendered when showing "yellow"
- Fixed: GUI - Traffic light states do not flicker anymore
- Removed: Negative effects on public transport usage
- Fixed: Cims sometimes got stuck (thanks to all reports and especially to Thilawyn for providing a savegame)
- Improved: GUI - Better traffic light arrow display
- Improved: Performance while saving
- Added: "110" speed limit
- Improved: Performance while saving
- Improved: GUI - Windows are draggable
- Improved: GUI - Improved window scaling on lower resolutions
- Updated: AI - Instead of walking long distances, citizens now use a car
- Updated: AI - Citizens will remember their last used mode of transport (e.g. they will not drive to work and come return by bus anymore)
- Updated: AI - Increased path-finding costs for traversing over restricted road segments
- Added: Players may now prohibit cims from crossing the street
- Added: the possibility to connect train track lanes with the lane connector (as requested by pilot.patrick93)
- Improved: UI - Clicking with the secondary mouse button now deselects the currently selected node/segment for all tools
- Improved: AI - Tuned randomization of lane changing behaviour
- Fixed: AI: At specific junctions, vehicles were not obeying lane connections correctly (thanks to Mariobro14 for pointing out this problem)
- Fixed: AI: Path-finding costs for u-turns were not correctly calculated (thanks to Mariobro14 for pointing out this problem)
- Fixed: Vehicles were endlessly waiting for each other at junctions with certain priority sign configurations
- Fixed: AI: Lane changing costs corrected
- Updated: AI - Introduced path-finding costs for leaving main highway (should reduce amount of detours taken)
- Updated: Moved options from "Change lane arrows" to "Vehicle restrictions" tool
- Updated: Russian translation
- Fixed: AI - Cims were using pocket cars whenever possible
- Fixed: AI - Path-finding failures led to much less vehicles spawning
- Fixed: AI - Lane selection at junctions with custom lane connection was not always working properly (e.g. for Network Extensions roads with middle lane)
- Fixed: While editing a timed traffic light it could happen that the traffic light was deleted
- Added: French translations (thanks to simon.royer007 for translating!)
- Improved: AI - Tuned new parameters
- Improved: Various code improvements
- Fixed: Activated/Disabled features were not loaded correctly
- Fixed: AI - At specific junctions the lane changer did not work as intended
- Fixed: Possible fix for OSX performance issues
- Updated: AI - Switched from relative to absolute traffic density measurement
- Added: Ability to enable/disable mod features (e.g. for performance reasons)
- Improved: Further code improvements
- Fixed: Vehicle type determination was incorrect (fixed u-turning trams/trains, stuck vehicles)
- Fixed: Clicking on a train/tram node with the lane connector tool led to an uncorrectable error (thanks to noaccount for reporting this problem)
- Improved: Optimized UI overlay performance
- Fixed: Trains were not despawning if no path could be calculated
- Fixed: Workaround for third-party issue: TM:PE now detects if the calculation of total vehicle length fails
- Removed: "Busses now may only ignore lane arrows if driving on a bus lane"
- Added: Traffic++ lane connector
- Added: Compatibility detection for the Rainfall mod
- Fixed: Busses now may only ignore lane arrows if driving on a bus lane
- Improved: performance of priority sign rules
- Improved: Better UI performance if overlays are deactivated
- Improved: Better fault-tolerance of the load/save system
- Fixed: Taxis were allowed to ignore lane arrows
- Fixed: AI - Highway rules on left-hand traffic maps did not work the same as on right-hand traffic maps
- Fixed: Upgrading a road segment next to a timed traffic light removed the traffic light leading to an inconsistent state (thanks to ad.vissers for pointing out this problem)
- Updated: AI - Cims now ignore junctions where pedestrian lights never change to green
- Updated: AI - Removed the need to define a lane changing probability
- Updated: AI - Tweaked lane changing parameters
- Updated: AI - Highway rules are automatically disabled at complex junctions (= more than 1 incoming and more than 1 outgoing roads)
- Updated: Simulation accuracy now also controls time intervals between traffic measurements
- Updated: Default wait-flow balance is set to 0.8
- Updated: Rewritten and simplified vehicle position tracking near timed traffic lights and priority signs for performance reasons
- Fixed: Traffic measurement at timed traffic lights was incorrect
- Updated: AI - Taxis now may not ignore lane arrows and are using bus lanes whenever possible (thanks to Cochy for pointing out this issue)
- Updated: AI - Busses may only ignore lane arrows while driving on a bus lane
- Improved: Advanced Vehicle AI - Improved lane selection at junctions where bus lanes end
- Improved: Advanced Vehicle AI - Improved lane selection of busses
- Improved: Speed/vehicle restrictions may now be applied to all road segments between two junctions by holding the shift key
- Improved: Automatic pedestrian lights
- Improved: Separate traffic lights: Traffic lights now control traffic lane-wise
- Fixed: Lane selection on maps with left-hand traffic was incorrect
- Fixed: While building in pause mode, changes in the road network were not always recognized causing vehicles to stop/despawn
- Fixed: Police cars off-duty were ignoring lane arrows
- Fixed: If public transport stops were near a junction, trams/busses were not counted by timed traffic lights (many thanks to Filip for identifying this problem)
- Fixed: Trains/Trams were sometimes ignoring timed traffic lights (many thanks to Filip for identifying this problem)
- Fixed: Building roads with bus lanes caused garbage, bodies, etc. to pile up
- Updated: Reworked how changes in the road network are recognized
- Updated: Sensitivity slider is only available while adding/editing a step or while in test mode
- Fixed: Too few cargo trains were spawning (thanks to Scratch, toruk_makto1, Mr.Miyagi, mottoh and Syparo for pointing out this problem)
- Fixed: Vehicle restrictions did not work as expected (thanks to nordlaser for pointing out this problem)
- Fixed: Priority signs were not working correctly (thanks to mottoth, Madgemade for pointing out this problem)
- Fixed: Timed traffic lights UI not working as expected (thanks to Madgemade for pointing out this problem)
- Updated: Compatible with C:SL 1.5.0-f4
- Improved: Players can now select elevated rail segments/nodes
- Improved: Trams and trains now follow priority signs
- Improved: performance of priority signs and timed traffic lights
- Improved: UI behaviour when setting up priority signs
- Updated: Compatible with C:SL 1.5.0-f4
- Added: Football stadium (causes heavy traffic in city on match day)
- Fixed: Various bugs in game and DLCs
- Fixed: NullPointerException
- Update: Compatbile with Network Extensions 2.5
- Fixed: Hotfix for reported path-finding problems
- Updated: Compatible with C:SL 1.4.1-f2
- Fixed: Busses could enter/exit bus stations at highways with sound barriers
- Fixed: Various other bugs
- Updated: Cpde from TM:PE 1.6.10
- Updated: Compatible with C:SL 1.4.0-f3
- Removed: Old code from TPP
- Added: Traditional Chinese translation
- Improved: Possible fix for crashes described by cosminel1982
- Updated: Compatible with C:SL 1.4.0-f3
- Fixed: Lots of bugs in game and DLCs
- Updated: Lots of stuff in game and DLCs
- Fixed: Cargo trucks did not obey vehicle restrictions (thanks to ad.vissers for pointing out this problem)
- Fixed: When Advanced AI was deactivated, u-turns did not have costs assigned
- Added: Dutch translation
- Improved: The pedestrian light mode of a traffic light can now be switched back to automatic
- Improved: Vehicles approaching a different speed limit change their speed more gradually
- Improved: Path-finding performance improvements
- Improved: Fine-tuned path-finding lane changing behaviour
- Fixed: After loading another savegame, timed traffic lights stopped working for a certain time
- Fixed: Lane speed calculation corrected
- Updated: The size of signs and symbols in the overlay is determined by screen resolution height, not by width
- Improved: Reduced memory usage
- Fixed: Adding/removing junctions to/from existing timed traffic lights did not work (thanks to nieksen for pointing out this problem)
- Fixed: Separate timed traffic lights were sometimes not saved (thanks to nieksen for pointing out this problem)
- Fixed: Fixed an initialization error (thanks to GordonDry for pointing out this problem)
- Added: Chinese translation
- Added: By pressing "Page up"/"Page down" you can now switch between traffic and default map view
- Improved: Size of information icons and signs is now based on your screen resolution
- Updated: UI code refactored
- Added: Additional controls for vehicle restrictions added
- Fixed: Clicking on a Traffic Manager overlay resulted in vanilla game components (e.g. houses, vehicles) being activated
- Updated: Compatibility with C:SL 1.3.2-f1
- Fixed: Stuck pedestrian issues
- Fixed: Short roads warning
- Fixed: Cyclists despawn when changing from bike path to bike lane
- Improved: Performance
- Updated: Vehicle AIs
- Updated: Code from TM:PE 1.16 merged in to TPP2
- Added: Spanish translation
- Improved: Major path-finding performance improvements
- Updated: Japanese translation (thanks to Akira Ishizaki for translating!)
- Updated: Cargo trucks pathfinder
- Updated: Stations and ports pathfinder
- Updated: Code from TM:PE 1.6.6 & 1.6.7 merged in to TPP2
- Improved: Tuned AI parameters
- Improved: Traffic density measurements
- Improved: Lane changing near junctions - reintroduced costs for lane changing before junctions
- Improved: Vehicle behaviour near blocked roads (e.g. while a building is burning)
- Fixed: Automatic pedestrian lights for outgoing one-ways fixed
- Fixed: U-turns did not have appropriate costs assigned
- Fixed: The time span between AI traffic measurements was too high
- Improved: Easier to select segment ends in order to change lane arrows.
- Fixed: U-turning vehicles were not obeying the correct directional traffic light (thanks to t1a2l for pointing out this problem)
- Updated: Priority signs now cannot be setup at outgoing one-ways.
- Updated: French translation (thanks to simon.royer007 for translating!)
- Updated: Polish translation (thanks to Krzychu1245 for translating!)
- Updated: Portuguese translation (thanks to igordeeoliveira for translating!)
- Updated: Russian translation (thanks to FireGames for translating!)
- Improved: Service vehicle pathfinding
- Fixed: Cars disappearing underground
- Improved: Vehicle restrictions
- Updated: Removed typecasting from Car AI
- Updated: Major pathfinder refactor
- Updated: Code from TM:PE 1.6.0 to 1.6.5 merged in to TPP2
- Added: Despawning setting to options dialog
- Improved: Detection of Traffic++ V2
- Added: Medium pedestrianised road
- Fixed: Busses not using custom pathfinder
- Fixed: Crash bug when Snowfall DLC subscribed
- Fixed: Trams not working
- Fixed: Transport lines not respecting restrictions
- Fixed: Broken bus lanes on roads
- Fixed: Path finder not respecting vehicle types
- Fixed: Car AI broken when using Snowfall DLC
- Fixed: Bug loading options
- Updated: Improved how extended vehicle types are defined
- Updated: Custom path manager refactored
- Updated: Namespace and project refactor & clean-up
- Updated: Separate extensions and AIs
- Updated: Imrpoved options definition and storage
- Removed: Ghost Mode
- Improved: Minor performance improvements
- Fixed: Path-finding calculated erroneous traffic density values
- Fixed: Cims left the bus just to hop on a bus of the same line again (thanks to kamzik911 for pointing out this problem)
- Fixed: Despawn control did not work (thanks to xXHistoricalxDemoXx for pointing out this problem)
- Fixed: State of new settings was not displayed correctly (thanks to Lord_Assaultーさま for pointing out this problem)
- Fixed: Default settings for vehicle restrictions on bus lanes corrected
- Fixed: Pedestrian lights at railway junctions fixed (they are still invisible but are derived from the car traffic light state automatically)
- Fixed: Minor bug fixes and updates
- Fixed: Using the "Old Town" policy led to vehicles not spawning
- Fixed: Planes, cargo trains and ship were sometimes not arriving
- Fixed: Trams are not doing u-turns anymore
- Fixed: Bus routing & bus stops
- Fixed: European theme incompatible (thanks BloodyPenguin for help!)
- Fixed: Traffic doesn't stop for flooded tunnels
- Updated: Serialise for lane data
- Added: Trams are now obeying speed limits (thanks to Clausewitz for pointing out the issue)
- Fixed: Clear traffic sometimes throwed an error
- Fixed: Vehicle restrictions did not work as expected (thanks to [Delta ²k5] for pointing out this problem)
- Fixed: Transition of automatic pedestrian lights fixed
- Improved: Performance
- Improved: Modifying mod options through the main menu now gives an annoying warning message instead of a blank page.
- Fixed: Various UI issues
- Fixed: Default vehicle restrictions always include bus
- Updated: Compatible with C:SL 1.3.0-f4
- Added: Allow restrictions on pedestrianised roads
- Fixed: Bus lines not working
- Fixed: Traffic++ roads
- Fixed: Options screen now saves options properly
- Improved: Better compatibility with TPP
- Improved: Detection of incompatible mods
- Updated: Lots of code clean-up
- Meta: First sable release of TPP2
- Added: Separate traffic lights for different vehicle types
- Added: Vehicle restrictions
- Added: "Vehicles may enter blocked junctions" may now be defined for each junction separately (again)
- Added: Road conditions (snow, maintenance state) may now have a higher impact on vehicle speed (see "Options" menu)
- Improved: Better handling of vehicle bans
- Improved: Method for calculating lane traffic densities
- Improved: Performance optimizations
- Improved: Advanced Vehicle AI: Improved lane spreading
- Fixed: Reckless drivers now do not enter railroad crossings if the barrier is down
- Fixed: Path-finding costs for crossing a junction fixed
- Fixed: Vehicle detection at timed traffic lights did not work as expected
- Fixed: Not all valid traffic light arrow modes were reachable
- Updated: Compatible with C:SL 1.3.0-f4
- Updated: Ambulances, fire trucks and police cars on duty are now ignoring lane arrows
- Updated: Timed traffic lights may now be setup at arbitrary nodes on railway tracks
- Updated: Option dialog is disabled if accessed through the main menu
- Updated: Vehicles going straight may now change lanes at junctions
- Updated: Vehicles may now perform u-turns at junctions that have an appropriate lane arrow configuration
- Updated: Emergency vehicles on duty now always aim for the fastest route
- Added: Winter biome
- Added: Trams
- Added: Snow ploughs
- Added: Road maintenance
- Added: Road conditions affect vehicle speed
- Added: Priority routes
- Added: Tool - Lane Connector (from TPP)
- Added: Tool - Vehicle Restrictions (from TPP)
- Added: Tool - Speed Restrictions (from TPP)
- Added: No Despawn (from TPP)
- Added: Improved AI (from TPP:AI)
- Meta: Released as version 0.0a
- Meta: Development started 4th October 2015
- Meta: Was planned to replace TM:PE, TPP, etc
- Meta: Dev team: LinuxFan, Katalyst6, Lazarus*Man
- Meta: GitHub Repository: Katalyst6/CSL.TransitAddonMod
- Meta: Steam Workshop: 626024868 - Traffic++ V2
- Added: Traffic lights may now be added to/removed from underground junctions
- Added: Traffic lights may now be setup at some points of railway tracks (there seems to be a game-internal bug that prevents selecting arbitrary railway nodes)
- Added: Display of priority signs, speed limits and timed traffic lights may now be toggled via the options dialog
- Fixed: Reckless driving does not apply for trains (thanks to GordonDry for pointing out this problem)
- Fixed: Manual traffic lights were not working (thanks to Mas71 for pointing out this problem)
- Fixed: Pedestrians were ignoring timed traffic lights (thanks to Hannes8910 for pointing out this problem)
- Fixed: Sometimes speed limits were not saved (thanks to cca_mikeman for pointing out this problem)
- Added: Trains are now following speed limits
- Added: Speed restrictions (as requested by Gfurst)
- Improved: AI - Parameters tuned
- Improved: Code improvements
- Fixed: Flowing/Waiting vehicles count corrected
- Updated: Lane arrow changer window is now positioned near the edited junction (as requested by GordonDry)
- Added: Junctions can be added to/removed from timed traffic lights after they are created
- Improved: When viewing/moving a timed step, the displayed/moved step is now highlighted (thanks to Joe for this idea)
- Improved: Performance improvements
- Fixed: AI - Fixed a division by zero error (thanks to GordonDry for pointing out this problem)
- Fixed: AI - Near highway exits vehicles tended to use the outermost lane (thanks to Zake for pointing out this problem)
- Fixed: Some lane arrows disappeared on maps using left-hand traffic systems (thanks to Mas71 for pointing out this problem)
- Fixed: In lane arrow edit mode, the order of arrows was sometimes incorrect (thanks to Glowstrontium for pointing out this problem)
- Fixed: Lane merging in left-hand traffic systems fixed
- Fixed: Turning priority roads fixed (thanks to GordonDry for pointing out this problem)
- Added: translation to Polish (thanks to Krzychu1245 for working on this!)
- Added: translation to Russian (thanks to FireGames for working on this!)
- Improved: AI - Parameters have been tuned
- Improved: AI - Added traffic density measurements
- Improved: Performance improvements
- Fixed: After removing a timed or manual light the traffic light was deleted (thanks to Mas71 for pointing out this problem)
- Fixed: Segment geometries were not always calculated
- Fixed: In highway rule mode, lane arrows sometimes flickered
- Fixed: Some traffic light arrows were sometimes not selectable
- Added: Translation to Portuguese (thanks to igordeeoliveira for working on this!)
- Improved: Reduced file size (thanks to GordonDry for reporting this problem)
- Fixed: Freight ships/trains were not coming in (thanks to Mas71 and clus for reporting this problem)
- Fixed: The toggle "Vehicles may enter blocked junctions" did not work properly (thanks for exxonic for reporting this problem)
- Fixed: If a timed traffic light is being edited the segment geometry information is not updated (thanks to GordonDry for reporting this problem)
- Added: Running average lane speeds are measured now
- Fixed: Minor bug fixes
- Added: "Vehicles may enter blocked junctions" may now be defined for each junction separately
- Fixed: A deadlock in the path-finding is fixed
- Fixed: Small timed light sensitivity values (< 0.1) were not saved correctly
- Fixed: Timed traffic lights were not working for some players
- Updated: Refactored segment geometry calculation
- Added: Localization support
- Improved: Several performance improvements
- Improved: Calculation of segment geometries
- Improved: Load balancing
- Improved: Police cars, ambulances, fire trucks and hearses are now also controlled by the AI
- Fixed: Vehicles did not always take the shortest path
- Fixed: Vehicles disappeared after deleting/upgrading a road segment
- Fixed: Fixed an error in path-finding cost calculation
- Fixed: Outgoing roads were treated as ingoing roads when highway rules were activated
- Added: Option added to disable highway rules
- Improved: Several major performance improvements (thanks to sci302 for pointing out those issues)
- Improved: Saving/loading of timed traffic lights
- Fixed: AI did not consider speed limits/road types during path calculation (thanks to bhanhart, sa62039 for pointing out this problem)
- Fixed: Vehicles were stopping in front of green traffic lights
- Fixed: Stop/Yield signs were not working properly (thanks to GordonDry, Glowstrontium for pointing out this problem)
- Fixed: Cargo trucks were ignoring the "Heavy ban" policy, they should do now (thanks to Scratch for pointing out this problem)
- Updated: Lane-wise traffic density is only measured if Advanced AI is activated
- Meta: Connecting a city road to a highway road that does not supply enough lanes for merging leads to behaviour people do not understand (see manual).
- Fixed: Path-finding near junctions fixed
- Added: Advanced Vehicle AI (disabled by default! Go to "Options" and enable it if you want to use it.)
- Fixed: Traffic lights were popping up in the middle of roads
- Fixed: Fixed the lane changer for left-hand traffic systems (thanks to Phishie for pointing out this problem)
- Fixed: Traffic lights on invalid nodes are not saved anymore
- Added: Configuration option that allows vehicles to enter blocked junctions
- Improved: Priority signs: After adding two main road signs the next offered sign is a yield sign
- Improved: Priority signs: Vehicles now should notice earlier that they can enter a junction
- Fixed: Invalid (not created) lanes are not saved/loaded anymore
- Fixed: Some priority signs were not saved
- Fixed: Priority signs on deleted segments are now deleted too
- Fixed: Lane arrows on removed lanes are now removed too
- Fixed: Adding a priority sign to a junction having more than one main sign creates a yield sign (thanks to GordonDry for pointing out this problem)
- Fixed: If reckless driving was set to "The Holy City (0 %)", vehicles blocked intersections with traffic light.
- Fixed: Traffic light arrow modes were sometimes not correctly saved
- Removed: Legacy XML file save system
- Added: Option added to forget all toggled traffic lights
- Fixed: Corrected an issue where toggled traffic lights would not be saved/loaded correctly (thanks to Jeffrios and AOD_War_2g for pointing out this problem)
- Added: Option allowing busses to ignore lane arrows
- Added: Option to display nodes and segments
- Added: Traffic Sensitivity Tuning
- Improved: When adding a new step to a timed traffic light the lights are inverted.
- Improved: Timed traffic light status symbols should now be less annoying
- Fixed: Deletion of junctions that were members of a traffic light group is now handled correctly
- Added: Reckless driving
- Improved: User interface
- Fixed: Timed traffic lights are not saved correctly after upgrading a road nearby
- Improved: Timed traffic lights: Velocity of vehicles is being measured to detect traffic jams
- Improved: Traffic flow measurement
- Improved: Path finding - Cims may now choose their lanes more independently
- Fixed: Upgrading a road resets the traffic light arrow mode
- Updated: Timed traffic lights: Absolute minimum time changed to 1
- Improved: You can now switch between activated timed traffic lights without clicking on the menu button again
- Fixed: Provided a fix for unconnected junctions caused by other mods
- Removed: Crosswalk feature removed. If you need to add/remove crosswalks please use the "Crossings" mod.
- Fixed: Timed traffic lights cannot be added again after removal, toggling traffic lights does not work (thanks to Fabrice, ChakyHH, sensual.heathen for pointing out this problem)
- Fixed: After using the "Manual traffic lights" option, toggling lights does not work (thanks to Timso113 for pointing out this problem)
- Fixed: Traffic light settings on roads of the Network Extensions mods are not saved (thanks to Scarface, martintech and Sonic for pointing out this problem)
- Improved: Save data management
- Added: Simulation accuracy (and thus performance) is now controllable through the game options dialog
- Fixed: Vehicles on a priority road sometimes stop without an obvious reason
- Improved: Performance
- Improved: Non-timed traffic lights are now automatically removed when adding priority signs to a junction
- Improved: Adjusted the adaptive traffic light decision formula (vehicle lengths are considered now)
- Improved: Traffic two road segments in front of a timed traffic light is being measured now
- Fixed: Lane arrows are not correctly translated into path finding decisions (thanks to bvoice360 for pointing out this problem)
- Fixed: Priority signs are sometimes undeletable (thank to Blackwolf for pointing out this problem)
- Fixed: Errors occur when other mods without namespace definitions are loaded (thanks to Arch Angel for pointing out this problem)
- Fixed: Connecting a new road segment to a junction that already has priority signs now allows modification of the new priority sign
- Fixed: Priority signs are not editable (thanks to ningcaohan for pointing out this problem)
- Improved: Road segments next to a timed traffic light may now be deleted/upgraded/added without leading to deletion of the light
- Updated: Priority signs and Timed traffic light state symbols are now visible as soon as the menu is opened
- Fixed: an issue where timed traffic light groups were not deleted after deleting an adjacent segment
- Added: Introduced information icons for timed traffic lights
- Updated: Mod is now compatible with "Improved AI" (Lane changer is deactivated if "Improved AI" is active)
- Improved: UI improvements
- Fixed: Articulated busses are now simulated correctly (thanks to nieksen for pointing out this problem)
- Fixed: When setting up a new timed traffic light, yellow lights from the real-world state are not taken over
- Fixed: When loading another save game via the escape menu, Traffic Manager does not crash
- Fixed: When loading another save game via the escape menu, Traffic++ detection works as intended
- Fixed: Lane arrows are saved correctly
- Fixed: wrong flow value taken when comparing flowing vehicles
- Updated: Forced node rendering after modifying a crosswalk
- Improved: Adjusted the comparison between flowing (green light) and waiting (red light) traffic
- Fixed: Pedestrian traffic Lights (thanks to Glowstrontium for pointing out this problem)
- Fixed: Deleting a segment with a timed traffic light does not cause a NullReferenceException
- Improved: Better traffic jam handling
- Improved: Hotfix - Deleting a segment with a timed traffic light does not cause a NullReferenceException
- Updated: If priority signs are located behind the camera they are not rendered anymore
- Fixed: Synchronized traffic light rendering: In-game Traffic lights display the correct color (Thanks to Fabrice for pointing out this problem)
- Fixed: Traffic lights switch between green, yellow and red. Not only between green and red.
- Updated: Priority signs are persistently visible when Traffic Manager is in "Add priority sign" mode
- Updated: UI tool tips are more explanatory and are shown longer.
- Fixed: Timed traffic lights of deleted/modified junctions get properly disposed
- Updated: Minimum time units may be zero now (timed traffic lights)
- Added: Adaptive Timed Traffic Lights (automatically adjusted based on traffic amount)
- Meta: First release in Steam Workshop under name "Traffic Manager: President Edition"
- Meta: Fork of TMPlus 1.2.0 created by LinuxFan (github user: VictorPhilipp)
- Updated: Game version 1.2.2-f2 compatible
- Updated: Limits for zoning, buildings, road segments increased
- Fixed: Various bugfixes in game and asset editor
- Removed: Tool - Pedestrian crosswalks (too buggy)
- Meta: Released as version 1.09rc
- Meta: Last release of original Traffic Manager mod by CBeTHaX (aka SvetlozarValchev)
- Fixed: Minor bugs
- Meta: Released as version 1.09rc
- Update: Compatible with C:SL 1.2.1-f1
- Meta: Released as version 1.09rc
- Fixed: Minor bugfixes with game and asset editor
- Removed: In-game log messages
- Meta: This was the last release of Traffic++ mod
- Meta: It was later continued in Traffic++ V2 (TPP2)
- Meta: It's features have since been merged in to TM:PE (tools & AIs) and NExt2 (roads)
- Fixed: Rendering of road customiser in underground view
- Updated: Integrated latest Improved Vehicle AI
- Updated: Lamps on pedestrian roads
- Fixed: Disable custom roads option not working
- Update: Compatible with C:SL 1.2.0 (thanks javitonino)
- Added: Bicycles
- Added: Bus and bike lanes
- Added: Prison Vans
- Added: Taxis
- Fixed: Load/save system
- Fixed: Saving no longer opens dev console
- Update: Revert to old version with C:S 1.1.1 compatibility
- Meta: Released as version 1.06
- Fixed: Null reference error when loading old savegames
- Updated: New save system
- Updated: New load system
- Meta: Lots of code refactoring
- Added: Improved Vehicle AI
- Meta: This was a preview mod by Jfarias, developer of TPP
- Meta: It made vehicles use more lanes, and also change lanes (later becoming "DLS" in TM:PE)
- Meta: Steam Workshop: 492391912 - Improved AI Traffic++
- Meta: Source code no longer avialable
- Meta: The feature was merged in to later version of TPP and, later, TM:PE (Advanced Vehicle AI and DLS)
- Fixed: Pathfinder bugs
- Fixed: Lane changer and traffic remover features sometimes disabled even without Traffic++
- Fixed: Turn direction not matching lane marking logic (thanks klparrot!)
- Updated: Code refactor and clean-up
- Updated: Compatible with C:SL 1.1.1
- Meta: Released as version 1.05
- Fixed: Stop signs not working
- Fixed: PathManager. Should now work for people without Traffic++
- Meta: Last confirmed Workshop release of "Traffic Manager Plus"
- Updated: Reverted PathFinder as it's causing Null Reference exceptions. Need to refactor it.
- Added: Support for tunnels
- Fixed: Turn direction not matching lane marking logic (thanks klparrot!)
- Fixed: Compilation errors
- Improved: Custom AI code refactoring and clean-up
- Improved: Tool code refactoring and clean-up
- Improved: UI code refactoring and clean-up
- Updated: Compatible with C:SL 1.1.1
- Meta: Project fork by sieggy
- Meta: First release in Steam Workshop under name "Traffic Manager Plus"
- Updated: Compatible with C:SL 1.1.1
- Added: Tunnels for pedestrian paths
- Added: Autosave feature
- Fixed: Lots of stuff
- Improved: Asset editor
- Fixed: Crash on Linux
- Fixed: Trucks not allowed on new roads
- Fixed: Bug preventing options loading if button not shown in content manager
- Fixed: Duplicate prefab bug in Ghost Mode
- Fixed: Duplicate roads in roads panel in Ghost Mode
- Fixed: Vehicles have wrong AI when returning to main menu
- Fixed: Vehicles using restricted lanes
- Fixed: Bug preventing the Scrollable Toolbar mod from working in the entirety of the speed customizer panel
- Updated: Added debug logs to the game's Debug Panel (F7) - thanks to Nefarion for implementing it
- Fixed: Negative timers (thanks XaBBoK!)
- Improved: Pathfinder cleanup (thanks dornathal!)
- Fixed: Vehicles stopping in road
- Fixed: Realistic speeds not stopping without restarting the game
- Fixed: Road costs (thanks Archomeda)
- Added: More roads
- Added: Option for Improved Vehicle AI
- Fixed: Bug cauing crashes when loading map through pause menu
- Fixed: Tunnels from new roads turning in to normal tunnels
- Fixed: Custom vehicles ignoring lane restricitons
- Fixed: Few more bugs
- Fixed: Wrong lane usage in highways
- Added: Tool - Speed Limits
- Added: Underground view for customisation tools
- Added: Mod Option - No Despawn (from TM:PE)
- Added: Multi-track station enabler
- Improved: New UI for road customisation tools
- Fixed: Road customisation tools appearing in asset editor
- Fixed: Objects under the map bug
- Fixed: Options button on all resolutions
- Fixed: Train tracks should not be selectable
- Improved: Compatibility with C:SL 1.1.0b
- Update: Compatible with C:SL 1.1.0b
- Fixed: Support for tunnels in AIs and pathfinder
- Update: Compatible with C:SL 1.1.0b
- Update: Traffic++ Compatibility - No despawn or lane changer available in compatibility mode
- Added: European theme
- Added: Tunnels for roads and rail
- Improved: Metro tunnels can be built at different heights
- Added: Ability to set restrictions lane by lane
- Added: Ability to customise multiple lanes at same time
- Fixed: But that prevented settings saving
- Fixed: Bug that prevented short roads being selected
- Fixed: Vehicle restrictions now show correctly on all resolutions
- Updated: Road customiser tool button moved
- Updated: Customisation overlays visible at all times when tool active
- Improved: Perfomance issues reduced
- Fixed: Strange vehicle behaviours
- Fixed: Prevent road tool from selecting vehicles
- Added: More roads
- Added: Services overlay (vehicle restrictions) for pedestrian roads
- Added: Tool - Vehicle Restrictions
- Added: Tool - Lane Connections
- Fixed: Left hand traffic issues
- Fixed: Ghost mode caused crash if busway bridges on map
- Fixed: Several crashes caused by mod incompatibilities
- Added: Buttons for timed traffic light states: skip and move up/down
- Fixed: Null reference exceptions when placing a road
- Fixed: Pathfinder issues
- Improved: Lane changes
- Updated: Prevent lane changer being used on non-node segments
- Meta: Released as version 1.04rc
- Fixed: Errors on very close segments added to timed traffic lights
- Fixed: Save/load traffic lights going negative (finally)
- Meta: Released as version 1.01rc
- Fixed: Wrong lane change (finally)
- Fixed: Timed traffic lights should no longer go below zero
- Fixed: UI problems and positioning
- Meta: First release in Steam Workshop under name "Traffic Manager"
- Meta: Released as version 1.0rc
- Fixed: Cars and service stop working
- Fixed: Wrong lane use
- Updated: Manager no longer loads in map editor
- Fixed: Errors on adding additional segment add
- Fixed: Negative numbers for traffic lights
- Added: Thumbnail to workshop page
- Meta: New save id
- Meta: Released as version 0.9b
- Fixed lane merges in Left Hand Traffic maps
- Meta: Versions 0.8.3 and 0.8.4 were skipped
- Updated: Rename 'Manual Control' to 'Manual Traffic Lights'
- Added: Tool - Toggle Traffic Lights
- Updated: No more deleting trains on 'clear traffic'
- Fixed: Null exception timed traffic lights on node upgrade
- Fixed: UI position on different resolutions
- Meta: Released as version 0.8b
- Fixed: Can now load game from pause menu
- Improved: Tuned car wait on non-priority road
- Fixed: Lanes on save/load in Left Hand traffic maps
- Fixed: Lane positions
- Fixed: More save/load fixes
- Fixed: Various timed lights problems
- Fixed: Traffic Manager load on multiple game loads
- Fixed: Multiple saves on one savegame
- Updated: Moved UI button
- Fixed: Cars coming form wrong lane in Left Hand Traffic maps
- Fixed: Not being able to save on new game
- Fixed: Errors when pressing Esc before opening menu
- Meta: Released as version 0.61b
- Added: Tool - Manual Control (traffic lights)
- Added: Tool - Priority Signs
- Added: Tool - Toggle Pedestrian Crossings
- Added: Tool - Clear Traffic
- Added: Tool - Vehicle Restrictions (Transport, Service, Cargo or Car)
- Added: Option - No Despawn (thanks cope)
- Added: Custom Pathfinder
- Added: Settings stored in save game
- Updated: Compatible with C:SL 1.0.7c
- Updated: Custom traffic light steps can be timed
- Updated: Custom Road AI
- Updated: Better traffic light UI
- Meta: Using cities-skylines-detour by cope (sschoener on github)
- Added: Realistic driving speeds
- Added: More roads
- Fixed: Bug in mod options screen
- Updated: Compatible with C:SL 1.0.7c
- Fixed: Lots of stuff
- Fixed: Bugs introduced by previous version
- Added: Support for left-hand traffic maps
- Improved: Compatibility with Fine Road Heights mod
- Fixed: Various bugs
- Updated: Compatible with C:SL 1.0.7
- Fixed: Lots of stuff
- Fixed: Various bugs
- Fixed: Various bugs
- Fixed: Various bugs
- Fixed: Various bugs
- Fixed: Various bugs
- Fixed: Various bugs
- Added: Option to disable updates from previous version
- Fixed: Bugs from previous version
- Added: More roads & associated features
- Added: Option to disable pedestrians in middle lane
- Meta: Renamed to "Traffic++"
- Fixed: Options panel bug
- Fixed: Various bugs
- Added: Tool - Traffic Lights Editor
- Added: Tool - Lane Changer
- Added: Toolbar for mod features
- Added: Log file
- Updated: Compatible with C:SL 1.0.6
- Added: Option to toggle which vehicles can use pedestrian roads
- Added: Ghost mode to disable most of mod but still allow maps to load
- Updated: Compatible with C:SL 1.0.6
- Meta: First working implementation of vehicle restrictions
- Fixed: Lots of stuff
- Improved: Some interface improvements
- Fixed: Mod could only be used once per gaming session
- Fixed: Various bugs
- Added: Pedestrian zoneable road
- Meta: Traffic++ project starts, but under its original name "CSL-Traffic"
- Meta: GitHub Repository: joaofarias/csl-traffic
- Meta: Steam Workshop
- Meta: Traffic Manager project starts
- Meta: Developer CBeTHaX (github user SvetlozarValchev)
- Meta: GitHub Repository: SvetlozarValchev/Skylines-Traffic-Manager
- Meta: Steam Workshop: Traffic Manager
- New: Cities: Skylines 1.0 official release