Cities: Skylines

Cities: Skylines

[DEPRECATED] Tree Anarchy 1.3.6
Näytetään 51–60 / 74
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Päivitys: 8.7.2021 klo 20.54

Not all changes made it in to previous update.

Päivitys: 8.7.2021 klo 20.11

Removed FixedHeight flag configuration in CalculateTree
Code cleanup in Serialization process
Initial Tree snapping integration with MoveIt Beta. This tree snapping feature snaps trees to building, network, props. Currently moving trees is stable, but when cloning, the next cloned items will be placed at an offset. Just deselect and reselect a new tree to reset the overlay position.

Päivitys: 5.7.2021 klo 23.48

  1. Changes to old unlimited trees game save format loader to use Buffer.Blockcopy just the like old mod.
  2. Added options to "Keep missing tree asset", "Replace missing tree asset", "Remove missing tree asset", as was available in the old unlimited trees mod
  3. Removed AccelLayer so this mod can be marked as stable. AccelLayer will be moved to a Bleeding edge version which I will post later in the workshop
  4. Changed serialization to dynamically allocate buffer, so if you set a custom tree limit that is less than the limit saved in the save game, then repacking of the tree data will be done to make sure the trees fit in the buffer. If buffer does not fit all trees, then the saved game custom limit is used, and properly updated in the option panel.
  5. Changed Harmony initializer to ensure harmony compatibility
If this version doesn't cause issues for users, It will be marked as stable from this version onward. Please describe your problems, if you encounter any, and also supply the output log file.

I spent a few days, testing as many maps created using the old Unlimited Trees mod, and it should be stable.

Päivitys: 4.7.2021 klo 4.19

code cleanup

Päivitys: 3.7.2021 klo 23.34

Bugfix for Prefab association between 0~262144. This should fix tree swapped issues.
New Save format establish. Loading previous version format is supported.

Päivitys: 3.7.2021 klo 19.59

Revert back to 0.8.9
while I have a deeper look into the prefab deserialization

Päivitys: 3.7.2021 klo 17.40

Major Bugfix in Deserialization.
Deserialization was overwriting the default prefab indexes from 0~262144. This is now fixed with version 0.9.0!!!

For users who have saved their games using versions before 0.9.0, please be aware that tree swap might occur due to the previous bug. Now it will be saved correctly!!!!

I apologize for the inconvenience that I have caused people. After version 0.9.0, the serialization and deserialization process will be marked stable, and will not change anymore.

Päivitys: 3.7.2021 klo 15.22

Add lock check in Deserialization process to ensure data integrity
Further optimization in AccelLayer

Päivitys: 1.7.2021 klo 19.53

Old Unlimited Tree Deserialize method changed by removing Prefab index check. Now old format should load just like the original, but be aware that after saving, the tree might still be swapped out, thus when using this mod for first time, save the game to this new format, and then reload the game.

Päivitys: 1.7.2021 klo 19.37

Fix MoveIt Array index out of range issue.
For users of MoveIt Stable, the default behavior is utilized.
For users of MoveIt Beta, a new implementation of Tree Snapping is utilized