This patch is all about tunnel lighting and concludes the tunnel feature of LOTUS for the time being:
Tunnel light districts: In the MapEditor, districts can be defined for a map, which are assigned to the tunnel lights. The districts can be given a probability as to whether they are switched on or off at the start of the game. On the one hand, it is then possible to switch the individual districts on and off from the control centre, but apart from that, light switches or other objects can also be built and scripted, which in turn can also switch "their" district on or off. Apart from that, the first ideas have already emerged to use the system for other functions...
Simulator/MapEditor: There are now four channels for tunnel lighting: It is then possible to set both which objects, splines, tracks, road and pavement paths and passenger polygons belong to which lighting channel and then which lights are to illuminate which channels (multiple selection possible). In this way, it is possible to define separate spaces/tunnels whose illuminations are appropriately demarcated from one another. Otherwise, e.g. tunnel lights would also illuminate stairways "through" the tunnel wall, etc.
Simulator: New error messages for the "map calcmt part b" error
Simulator: For performance reasons AI cars are now only visible on their own and neighbouring tiles.
Simulator: 3D tree settings work again
Simulator: Overhead lines now also work when the train is running on a tunnel level
Simulator: Soundbug: Soundposition was not reset (e.g. steps in the Dusseldorf DLC)
MapEditor: Trigger type "Activate route x on touch" added
MapEditor: Offset for vehicle constants in wagon sequences: The information in the MapEditor was wrong, so unfortunately the wagon sequencesin the MapEditor have to be corrected.
Content: A whole lot of new BaseContent updates from our great developers!