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Merge pull request #1686 from CitiesSkylinesMods/game-update/compatib…
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…ility_fix_1_15_1

Compatibility patch for 1.15.1-f4
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krzychu124 authored Nov 15, 2022
2 parents 2d897c7 + 843fcb5 commit 8f8ed7d
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18 changes: 18 additions & 0 deletions CHANGELOG.md
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Expand Up @@ -29,6 +29,24 @@ This changelog includes all versions and major variants of the mod going all the

> Date format: dd/mm/yyyy
#### TM:PE V[11.7.2.0](https://github.com/CitiesSkylinesMods/TMPE/compare/11.7.1.2...11.7.2.0) STABLE, 15/11/2022

- [Meta] Compatibility patch for the game update 1.15.1-f4 (krzychu124)
- [New] Clear all TM:PE rules from selected node #692, #1668 (kianzarrin)
- [Fixed] Timed Traffic Lights wait = 0 issues #1497, #1674 (kianzarrin)
- [Updated] Minor changes to Timed Traffic Lights sensitivity slider #1670 (kianzarrin)
- [Updated] Pedestrian zone roads have now lower priority when setting up high priority road #1653 (kianzarrin)
- [Steam] [TM:PE v11 STABLE](https://steamcommunity.com/sharedfiles/filedetails/?id=1637663252)

#### TM:PE V11.7.2.0 TEST, 15/11/2022

- [Meta] Compatibility patch for the game update 1.15.1-f4 (krzychu124)
- [New] Clear all TM:PE rules from selected node #692, #1668 (kianzarrin)
- [Fixed] Timed Traffic Lights wait = 0 issues #1497, #1674 (kianzarrin)
- [Updated] Minor changes to Timed Traffic Lights sensitivity slider #1670 (kianzarrin)
- [Updated] Pedestrian zone roads have now lower priority when setting up high priority road #1653 (kianzarrin)
- [Steam] [TM:PE v11 TEST](https://steamcommunity.com/sharedfiles/filedetails/?id=2489276785)

#### TM:PE V[11.7.1.2](https://github.com/CitiesSkylinesMods/TMPE/compare/11.7.1.1...11.7.1.2) STABLE, 11/10/2022

- [Fixed] Game crash on load (krzychu124)
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2 changes: 1 addition & 1 deletion TLM/SharedAssemblyInfo.cs
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Expand Up @@ -20,4 +20,4 @@
// Minor Version
// Build Number
// Revision
[assembly: AssemblyVersion("11.7.1.*")]
[assembly: AssemblyVersion("11.7.2.*")]
11 changes: 5 additions & 6 deletions TLM/TLM/Custom/PathFinding/CustomPathFind.cs
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Expand Up @@ -2630,6 +2630,11 @@ private bool ProcessItemCosts(
$"\toffsetLength={offsetLength}");
}
#endif
if ((vehicleCategory_ & VehicleInfo.VehicleCategory.PublicTransportRoad) != 0 &&
(vehicleCategory_ & ~(VehicleInfo.VehicleCategory.Bus | VehicleInfo.VehicleCategory.Trolleybus | VehicleInfo.VehicleCategory.Taxi)) == 0)
{
offsetLength *= 0.75f;
}

float baseLength = offsetLength / (prevLaneSpeed * maxLength_); // NON-STOCK CODE
float comparisonValue = item.ComparisonValue; // NON-STOCK CODE
Expand Down Expand Up @@ -3115,12 +3120,6 @@ private bool ProcessItemCosts(
}
}

if ((nextLaneInfo.vehicleCategory & VehicleInfo.VehicleCategory.PublicTransportRoad) != 0 &&
(nextLaneInfo.vehicleCategory & ~(VehicleInfo.VehicleCategory.Bus | VehicleInfo.VehicleCategory.Trolleybus | VehicleInfo.VehicleCategory.Taxi)) == 0)
{
nextItem.ComparisonValue /= 100f;
}

if (isLogEnabled) {
DebugLog(
unitId,
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2 changes: 1 addition & 1 deletion TLM/TLM/Patch/_VehicleAI/VehicleAICommons.cs
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Expand Up @@ -12,7 +12,7 @@ namespace TrafficManager.Patch._VehicleAI {
using UnityEngine.UI;

public class VehicleAICommons {
private static readonly float vanillaSlowDrivingSpeed = 0.16f;
private static readonly float vanillaSlowDrivingSpeed = 0.4f;

private static CalculateTargetSpeedDelegate CalculateTargetSpeed = GameConnectionManager.Instance.VehicleAIConnection.CalculateTargetSpeed;
private static CalculateTargetSpeedByNetInfoDelegate CalculateTargetSpeedByNetInfo = GameConnectionManager.Instance.VehicleAIConnection.CalculateTargetSpeedByNetInfo;
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29 changes: 8 additions & 21 deletions TLM/TLM/Resources/whats_new.txt
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@@ -1,23 +1,10 @@
[Version] 11.7.1.2
[Released] Oct 11th 2022
[Link] tmpe-v11712-stable-11102022
[Version] 11.7.2.0
[Released] Nov 15th 2022
[Link] tmpe-v11720-stable-15112022
[Stable]
[Fixed] Game crash on load (krzychu124)
[/Version]

[Version] 11.7.1.1
[Released] Oct 10th 2022
[Link] tmpe-v11711-stable-10102022
[Stable]
[Meta] TM:PE 11.7.1.1 TEST branch released as STABLE - huge thanks to our beta testers!
[New] Dead-end lane connections #1613, #1213 (kianzarrin)
[New] Reset lane arrows when the user delete lane connections from selected node #1613 (kianzarrin)
[Fixed] Cargo Trucks ignoring vehicle restrictions #1661 (krzychu124)
[Fixed] Parking AI - "thinking about a parking spot" near pedestrian streets #1661, #1655 (krzychu124)
[Fixed] Parking AI confused in large parking lots #1626, #1394, #924, #423, #352 (krzychu124)
[Fixed] Internal issues causing desyc when other mod patched Citizen / CitizenUnit size in CitizenManager #1599 (krzychu124)
[Updated] Slider value moved to label instead of tooltip #1660 (kianzarrin)
[Updated] Hotreload save - debug improvements #1635 (kianzarrin)
[Updated] Show DLC icon near the option if the feature requires DLC mechanics to work (previously the option was invisible without DLC) (krzychu124)
[Updated] Translations update - Chinese Simplified, French, Indonesian, Korean, Slovak, Spanish, Thai
[Meta] Compatibility patch for the game update 1.15.1-f4 (krzychu124)
[New] Clear all TM:PE rules from selected node #692, #1668 (kianzarrin)
[Fixed] Timed Traffic Lights wait = 0 issues #1497, #1674 (kianzarrin)
[Updated] Minor changes to Timed Traffic Lights sensitivity slider #1670 (kianzarrin)
[Updated] Pedestrian zone roads have now lower priority when setting up high priority road #1653 (kianzarrin)
[/Version]
2 changes: 1 addition & 1 deletion TLM/TLM/UI/WhatsNew/WhatsNew.cs
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Expand Up @@ -11,7 +11,7 @@ namespace TrafficManager.UI.WhatsNew {

public class WhatsNew {
// bump and update what's new changelogs when new features added
public static readonly Version CurrentVersion = new Version(11,7,1,2);
public static readonly Version CurrentVersion = new Version(11,7,2,0);

private const string WHATS_NEW_FILE = "whats_new.txt";
private const string RESOURCES_PREFIX = "TrafficManager.Resources.";
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4 changes: 2 additions & 2 deletions TLM/TLM/Util/VersionUtil.cs
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Expand Up @@ -35,10 +35,10 @@ public static class VersionUtil {
// we could alternatively use BuildConfig.APPLICATION_VERSION because const values are evaluated at compile time.
// but I have decided not to do this because I don't want this to happen automatically with a rebuild if
// CS updates. these values should be changed manually so as to force us to acknowledge that they have changed.
public const uint EXPECTED_GAME_VERSION_U = 197256976U;
public const uint EXPECTED_GAME_VERSION_U = 197387280U;

// see comments for EXPECTED_GAME_VERSION_U.
public static Version ExpectedGameVersion => new Version(1, 15, 0, 7);
public static Version ExpectedGameVersion => new Version(1, 15, 1, 4);

public static string ExpectedGameVersionString => BuildConfig.VersionToString(EXPECTED_GAME_VERSION_U, false);

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