• 0.2.7 aec4d2ecc4

    setonc released this 2026-06-25 20:26:42 -04:00 | 0 commits to main since this release

    New

    Mesh LOD module (disabled by default)
    Adds a level-of-detail system for rolling stock that the base game lacks. Each car
    gets a 4-level LODGroup: full detail up close, two progressive renderer-culling
    passes at mid distance (sorted by size so structural geometry survives and tiny
    details drop first), and a single 12-triangle proxy box far away. Transition
    distances and cull aggressiveness are configurable; apply it to locomotives,
    freight, or both independently. Frees up GPU resources when hundreds of cars are in view or on weaker systems that can't handle as many triangles.

    (This is still quite experimental, and you might notice on oddly shaped cars or edge cases where some parts of the car will stay in an LOD state. Not unstable, just visual glitches.)

    Profiler module (disabled by default)
    A unified in-game performance overlay, split out of Physics Optimizer into its own
    module. Always shows the render + physics frame-time graph and timing report;
    extra sections appear automatically for whichever optimization modules are enabled

    • Physics Optimizer LOD/auto-freeze quick-toggles with live stats, and Mesh LOD
      per-level car counts. Toggle with /rpf overlay.

    Track & industry name labels on the map
    The map now labels named tracks and industries, read live from the game's industry
    data so mod-added tracks appear automatically. Labels render in three zoom stages -
    individual per-track labels with leader lines up close, merged labels at medium
    zoom, and one large label per industry area when zoomed out. Every threshold, font
    size, leader-line thickness, and the merge behavior are configurable from the gear
    menu Labels submenu or the S³ settings page.

    These settings will need to be changed by each user as scaling and whatnot depends on screen/game resolution!

    Changed

    • The profiler overlay moved out of Physics Optimizer into the new Profiler
      module. Enable Profiler to see the overlay; /rpf overlay controls it there.
      Physics Optimizer keeps its Harmony patches and debug car tinting.
    • Removed the F10 "switch to popout" shortcut - it conflicted with UMM's
      Shift+F10 hotkey, and F9 already detaches the popout.

    Fixed

    • "Jump to mouse" (T key) now works from both the in-game map overlay and the
      detached popout window. The overlay's input-gate patch had been blocking the
      game's teleport, and the popout couldn't receive the key while the game window
      was unfocused.
    • Map hotkey pass-through: with the Map Module disabled, pressing M now
      opens the base-game map normally instead of being intercepted.
    • Mesh LOD proxy-box color: distant proxy boxes again render in the car's own
      color instead of flat gray (they'd been given a shared material tinted via the
      legacy _Color property, which URP ignores in favor of _BaseColor).
    • Mesh LOD memory: the proxy-box mesh is now released when a car's LOD is torn
      down or refreshed, instead of leaking until the scene unloads.
    Downloads
  • 0.2.5 2343f05b18

    setonc released this 2026-06-22 19:09:49 -04:00 | 10 commits to main since this release

    Description:

    Map icon rendering gets a performance pass this release. Car icons now fade out when zoomed out, reducing overhead by 3-12 FPS on busy sessions. EOTD markers, a new Icons gear submenu, and a fix for antivirus false positives to round out the update.

    Map Module

    • Icon culling hides car icons when zoomed out past a configurable threshold (default 40%), keeping only locomotive icons visible; locos scale up automatically so they stay easy to spot
    • MU trailing unit hiding removes secondary locos from the icon layer, leaving just the lead unit per consist
    • EOTD (End-of-Train Device) places a blinking red dot at the rear of each consist; useful for gauging train length when car icons are hidden
    • New Icons submenu in the gear menu covers culling threshold, loco icon boost, MU hide, and all EOTD settings; dependent controls grey out when the parent feature is off
    • Right-click to recenter and Map Background opacity are now also on the UMM settings page (were previously only accessible from the gear menu)

    Fixes & cleanup

    • Fixed antivirus false positives on release zips: a character sequence in the embedded ImGui font matched the heuristic for UPX-packed binaries; the embedded font has been removed and is now shipped as a standalone font file in the mod zip.
    • Replaced repeated map window lookups with a cached reference (minor per-frame overhead reduction)

    Notes

    • Icon culling and EOTD are enabled by default. Disable or tune them from the Icons submenu in the gear menu or the UMM settings page. No settings migration needed from 0.2.4.
    • Added repository.json which will maintain the last 3 released for easy upgrade/downgrade inside of UMM.
    • No new issues expected.
    Downloads
  • 0.2.4 4391d96e70

    setonc released this 2026-06-21 15:11:12 -04:00 | 13 commits to main since this release

    • All Map Enhancer builds are now auto-detected at startup, including the original official releases (v1.5.2, v1.6.0). Controls unavailable in the installed build are grayed out in the settings panel rather than silently failing.
    Downloads
  • 0.2.3 dd1af2ec30

    setonc released this 2026-06-19 08:40:10 -04:00 | 14 commits to main since this release

    • MapEnhancer settings panel - the gear menu now includes a Settings section with live control over the community fork's rendering options: marker visibility toggles (turntables, road crossings, passenger stops, industry areas, modded spawn points), scale sliders for flares, junctions, track lines, and crossings, and bulk switch reset buttons.
    • Three opacity controls - Window, Map Elements, and Map Background are now independently adjustable. Map Background lets the game world show through empty map areas. Window opacity has an automatic minimum while the mouse is over the overlay so the controls stay reachable at low settings.
    • Right-click to recenter - right-clicking anywhere on the in-game map recenters on the player, matching the popout behavior. Both toggles (pan cancels follow, right-click recenter) are in the gear menu.
    Downloads
  • 0.2.2 97eb320e0f

    setonc released this 2026-06-18 21:40:07 -04:00 | 16 commits to main since this release

    Description:

    The map gets a major overhaul this release. The in-game overlay is now a first-class surface with the full toolbar and compass, matching the popout window. Themes are in, including a fully customizable one you can tune live from the UMM settings page.

    Map Module

    • In-game overlay renders the map in a floating window inside Railroader (toggle with M or your configured hotkey), with the same toolbar, compass, follow, and jump menus as the popout
    • Six themes: S3 Dark, Railroader Classic, Night Mode, High Visibility, Retro Terminal, and Custom
    • Custom theme editor lets you set per-element colors with hex input and live R/G/B/A sliders; copy any preset as a starting point
    • Independent window and map opacity sliders
    • Theme and opacity changes apply instantly from both the in-game overlay and the popout window
    • Module renamed from "Map Popout" to "Map Module" in the UMM settings page

    Fixes & cleanup

    • Theme switching from the popout window gear menu now works (was silently dropped before)
    • Toolbar button text auto-contrasts against the button background color for non-default themes

    Notes

    MapEnhancer integration targets the maintained community fork. The follow/jump menus work; full feature parity with the new overlay controls is planned for 0.2.3.

    Downloads
  • 0.2.1 a4d3cd1621

    setonc released this 2026-06-17 22:30:46 -04:00 | 18 commits to main since this release

    This is the first real feature release. v0.2.0 shipped a working popout window but left the in-game map alone; v0.2.1 replaces it with a proper S3-rendered overlay and wires up full two-way handoff between the two surfaces.

    What's new

    In-game map overlay
    Pressing M (or any base-game "Show on map" link) now opens an S3 Dear ImGui overlay instead of the stock panel. The overlay renders the same camera feed as the popout and shares the full toolbar: Follow modes, rotation controls, Gear settings, and the new Pop Out button.

    Pop Out button in the toolbar
    The Pop Out button (>>) is now in the bottom toolbar, right-aligned before the Follow button. The old title-bar button was invisible on most setups.

    Popout / overlay handoff
    The two map surfaces are mutually exclusive and hand the camera off cleanly:

    • Pressing >> or F10 from the overlay closes it, waits for the camera to release, then opens the OS popout window.
    • Closing the popout restores the in-game overlay automatically if that was the surface active when the popout was triggered.
    • Pressing M while the popout is open closes the popout and reopens the overlay.
    • The hotkey (default: configurable in settings) works in both directions.

    Stability fixes

    • Fixed frozen in-game overlay after switching back from the popout. The camera's render target is now re-asserted in LateUpdate so no base-game script can reset it before the frame renders.
    • Fixed a first-cycle freeze caused by RenderTexture handle recycling. Destruction is now deferred to end-of-frame (via Object.Destroy) with a short delay before the new surface allocates its RT, so Unity's pool cannot reissue the same D3D address mid-frame.

    Hotkeys

    Key Action
    M Toggle in-game overlay
    F10 (while overlay open) Switch to popout window
    Hotkey (while popout open) Close popout, restore overlay

    Requirements

    Unchanged from v0.2.0 - UMM 0.27+, a save must be loaded before opening the map.

    Downloads
  • 0.2.0 a1fcf01125

    setonc released this 2026-06-17 20:48:06 -04:00 | 19 commits to main since this release

    This is an initial release for S³, a thin core that will host all of my mods in the future, as well as any shared libraries required for functionality.

    Downloads