V0.9.0.5

Changelog
Released March 12, 2020

You can now use your own fertilizer or seeds from your tanks (instead of re-purchasing them at the trader). For example: store NPK 15/15/15 in the grain storage, and use it in the task with the Rauch Axis. In addition, the BGP tank can be used, allowing you to fertilize using BGP digestate. Warning 1: the validation only checks for a potential fill type compatibility, not for the actual current fill type. Meaning: you’re responsible for the fill level and fill type of the tanks when the task is executed Warning 2: at the moment the vehicle will continue driving its tracks even when the refill storage tank is empty - and ignores all economic interests you might have. We’re working on that… - in the meantime you should activate the rebuy fill type in order to avoid additional work.
 * NEW  Trees in the distance are now rendered using imposter billboards, which leads to a performance improvement as there are 4000 fewer draw calls to be sent to the graphics card per frame
 * NEW  Liquid fertilizer tank added at the cow shed (can both be filled and emptied)
 * NEW  Dammann Land-Cruiser can now be used for liquid fertilizer transport
 * NEW  Farm slurry tank can now be filled using vehicles
 * NEW  Support for regular tanks in field work tasks

Example: Source Code      
 * NEW  The field menu displays the fields’ names (support for InfoForTaskAndQuest naming). At the moment none of the Albergtal fields have a custom name.
 * NEW  All objects with an InfoForTaskAndQuestID can now be defined specifically as a possible target location for tasks (“Available in Tasks”). This will lead to much cleaner drop down menus.
 * NEW  Field name and the field entry’s name are automatically concatenated in target menus (i.e. F28 and north-west = “Field 28 north-west”)
 * NEW  AutoPilot is visualized in the speedometer display, when active
 * NEW  Hard coded vehicle camera distance has been replaced by a console variable ($maxCameraDistance) with a new, reduced default value of 25 meters
 * <font color="#83e627">NEW  Traffic vehicles can now have spawn probabilities (<category id="traf" spawnProbability="50" />). These are open-ended: you can give a first vehicle a value of 1, a second one a value of 10, and a third one a value of 613. If nothing is set, the default value of 1 will be used.
 * <font color="#83e627">NEW  Traffic vehicles can now receive color variables, which will be sent to the material shader as a parameter. At least one node that uses the corresponding material needs to be referenced, incl. parameter slot, material index (when using multi-material geometries) and the hex color code.

In this case, the material used by “body” gets red in parameter slot 0, the material used by “box” gets blue in slot 3. In addition, you can define color probabilities (usage identical to traffic vehicle spawn probabilities). Attention: each referenced material has to be made unique using <dynamicMaterial node="body" index="0" />. When using corresponding vehicles (Rauch Axis, Dammann Land-Cruiser, Stapel VT) in field work tasks, the work width and/or the fertilizer spread rate can be set in the task creation wizard. The track widths will be adjusted accordingly. Returns the current task’s settings in a vehicle (if a task is active, if it’s controlled by an AI driver, if the vehicle should seed, if the vehicle should fertilize, the work width, the spread rate, if swath deposit should be activated) returns normalized tank fill level (0 - 1) Forces the synchronization of passive UserActions to the parent vehicle’s states Generates imposter textures for geometries in .wlds. Usage: either directly in the console, or as batch .cfg file (analog to texture import) Console: genimp path/to/world/file;path/to/other/world/file; .cfg content: same as console command .cfg execution: exec path/to/config/file
 * <font color="#83e627">NEW  Work width, fertilizer spread rate in tasks
 * <font color="#83e627">NEW  Property “Handle Task Event”: activates/deactivates the node controller when the task starts/ends
 * <font color="#83e627">NEW  Script method “GetActiveTaskSetting”
 * <font color="#83e627">NEW  Script method “GetFillLevelNormalized”
 * <font color="#83e627">NEW  Script method “SyncPassiveUserActions”
 * <font color="#83e627">NEW  Console Command “genImp”


 * <font color="#83e627">NEW  All vehicles have received tire particle systems

Claas Axion 940 Claas Orbis 750 + 900 Claas Quadrant Claas Tucano 570 Claas Vario 930 Hammer MixKing 18K (formerly Strautmann Verti-Mix) Hammer SilageKing 40 (formerly Strautmann Giga-Vitesse) Hammer TransferKing 18 (formerly Strautmann SZK-1802)
 * <font color="#fa9805">BUG FIX  All field entries are now translated and selectable in the task menu
 * <font color="#fa9805">BUG FIX  (The most important) notifications have been translated and formatted
 * <font color="#fa9805">BUG FIX  Hammer seed units have received translated names
 * <font color="#fa9805">BUG FIX  Additional transport task station names have been translated
 * <font color="#fa9805">BUG FIX  Animal transport station names have been translated
 * <font color="#fa9805">BUG FIX  BGP now displays a tooltip on the mini map
 * <font color="#fa9805">BUG FIX  Arm collisions added to Hammer CornKing
 * <font color="#fa9805">BUG FIX  Pedestrians don’t disappear anymore when look above the feet (clipping error)
 * <font color="#fa9805">BUG FIX  AI: field entry selection in task creation had not been used, or had been used incorrectly
 * <font color="#fa9805">BUG FIX  Dammann Land-Cruiser: ingame work widths corrected to the defined 15m
 * <font color="#fa9805">BUG FIX  Dammann Land-Cruiser: AI should work on field #15 when starting from the farm
 * <font color="#fa9805">BUG FIX  Dammann Land-Cruiser: fixed bug where work width could only be changed twice
 * <font color="#fa9805">BUG FIX  Dammann Land-Cruiser: slope compensation is now set correctly when loading a savegame
 * <font color="#fa9805">BUG FIX  UI: radio menu dropdown colors fixed
 * <font color="#fa9805">BUG FIX  Claas Axion: tow pin up/down movement direction switched (is now identical to Claas Arion)
 * <font color="#fa9805">BUG FIX  Windmill sails now rotate again
 * <font color="#fa9805">BUG FIX  Field grass chaff and grain chaff can be sold at the harbor grain trader again
 * <font color="#fa9805">BUG FIX  Wheels that are part of an Implement Rigid Body (e.g. bogy trailers) sink into the ground again
 * <font color="#fa9805">BUG FIX  Swath objects positioned on tire tracks had a wrong rottenFactor value
 * <font color="#fa9805">BUG FIX  Two implements that were both behind a tractor (e.g. two trailers) were displayed at wrong positions in the vehicle radial menu
 * <font color="#fa9805">BUG FIX  Grassland and Planted Rows are displayed correctly in the field menu again
 * <font color="#fa9805">BUG FIX  Silage buckets will fill the MixKing (f.k.a. VertiMix) correctly again
 * <font color="#fa9805">BUG FIX  Fertilizer and Seeding tools were not filled correctly at the start of a task if they were completely empty
 * <font color="#fa9805">BUG FIX  Steering wheels now work better with the AutoPilot and the Field Guidance System
 * <font color="#fa9805">BUG FIX  Bale shelter: hole in drain pipe fixed
 * <font color="#fa9805">BUG FIX  Fixed bugs concerning saving running AI fieldwork tasks when saving the game
 * <font color="#fa9805">BUG FIX  Attacher Key: two vehicles with a specific attacher key will now be attached correctly when loading a save game
 * <font color="#fa9805">BUG FIX  Field Guidance System now also works if the AutoPilot had been activated before
 * <font color="#fa9805">BUG FIX  Field Guidance System crashed the game when the work width was zero and AutoSteering was activated
 * <font color="#fa9805">BUG FIX  One-way street at the animal trader: direction fixed
 * <font color="#fa9805">BUG FIX  Joskin Delta-Cap opens the rear lid again when unloading
 * <font color="#fa9805">BUG FIX  AI: driving to the end target didn’t wait for the ReadyForTransport status
 * <font color="#fa9805">BUG FIX  AI: rear steering fixed/improved
 * <font color="#fa9805">BUG FIX  Editor: replace geometry: previous collision settings will now be applied
 * <font color="#fa9805">BUG FIX  Harvest task was still displayed when loading a save game after previously having been deleted
 * <font color="#fa9805">BUG FIX  Properties “HandleTankChange”, “Handle Console Variable”: Connector Key label/input were switched
 * <font color="#fa9805">BUG FIX  The following vehicles have received more accurate dirt texture masks:

New names, new textures, new dirt masks - everything else is the same Fill type setting per vehicle Repositioning and resizing of most elements for better usability
 * <font color="#0099ff">CHANGE  Strautmann vehicles: converted to house brand “Hammer”
 * <font color="#0099ff">CHANGE   C4 logos have been replaced with Tombstone versions
 * <font color="#0099ff">CHANGE   Console command “abortNavigation” doesn’t require a mandatory vehicleID - also stops the currently entered vehicle when no ID is provided
 * <font color="#0099ff">CHANGE   Mission command “attachMachine” now also works between two implements
 * <font color="#0099ff">CHANGE   Create field work task menu reworked:

There are new game speed levels: 1, 3, 6, 12, 30, 120 - all others have been removed. In addition, there’s no “pause” speed anymore, instead there’s an option to directly open the sleep window For testing purposes, there’s still the console command timeFactor Tank hatch has new animation, can now be interrupted Tank fill mesh enlarged significantly, hatch can not be closed if fill level above 53% Swath deposit system has been separated into two actions (1 on/off command, 1 mode switch command)
 * <font color="#0099ff">CHANGE  Navigator: finding of next NavPath improved
 * <font color="#0099ff">CHANGE  Game Speed reworked
 * <font color="#0099ff">CHANGE   Chaff can be fed to the bulls in the stable
 * <font color="#0099ff">CHANGE   Fruit distance colors adjusted
 * <font color="#0099ff">CHANGE   Console command body is now rigid (Tombstone change)
 * <font color="#0099ff">CHANGE   Fog levels decreased
 * <font color="#0099ff">CHANGE   Editor: Nav paths in 3D viewport have better visibility
 * <font color="#0099ff">CHANGE   Rauch Axis: empty tank UserAction can now be interrupted
 * <font color="#0099ff">CHANGE   Dammann Land-Cruiser: empty tank UserAction can now be interrupted
 * <font color="#0099ff">CHANGE   Stapel VT: empty tank UserAction can now be interrupted
 * <font color="#0099ff">CHANGE   Hammer Corn King, Seeders: empty tank UserAction can now be interrupted
 * <font color="#0099ff">CHANGE   Claas Tucano:


 * <font color="#0099ff">CHANGE  Raise/Lower via SendUserActionMessage was only used with the change mode “Auto” in an implement. Now also works with change modes “Activate” and “Deactivate”


 * <font color="#f3d698">NOTE   The rendering of certain lists are buggy due to the Tombstone integration. Specifically the notification area on the screen’s left side doesn’t clip the Items correctly at the moment.
 * <font color="#f3d698">NOTE   The vehicle 3D view in the fleet menu is partly buggy due to the Tombstone integration and has to be re-implemented.
 * <font color="#f3d698">NOTE   Anti aliasing has been deactivated in this update, due to Tombstone forcing 4x AA and manually blending the four pixels in a separate shader. MSAA 8x should not be used with 4K resolutions anyway, as there are too many pixels making 8x too expensive. We’re going to test alternatives in the future, such as SMAAx2, and offer them if there are performance improvements.