Improvements
* Transports and mini-zippers now highlight the ports of the entities they connect to (including their suggested product icons).
* The in-game hub UI now loads images and files from a CDN, making loading faster.
* The in-game downloader now verifies the integrity of every downloaded file.
Simulation determinism
* The game is now deterministic across a save/load boundary. A loaded game continues exactly as the game that saved it would have.
* Fixed number formatting and parsing that depended on the operating system's locale, which was a source of errors (e.g. "1.5" vs "1,5").
* Entries sorted by translated names are now sorted according to the in-game language instead of the operating system's locale.
* Fixed train path-finding reading track and train state that could change mid-search.
* Fixed partially loaded bridge path-finding heuristics steering vehicles away from whole map regions instead of falling back.
* Fixed bridge path-finding heuristics loading incorrectly when the game's install path contained the word "exit".
* Closest and best candidate picks (depots, launch pads, ore sorting plants, designations, trees, vehicles ahead) and train update order now break ties deterministically.
* Asteroid crater generation and polygon rotation now uses deterministic fixed-point math.
* Map generation with "--terrain-gen-threads 1" now works properly.
Performance
* Fixed cleared forest areas staying queued for forest floor recovery for excessively long time. Existing saves recover after a few in-game months.
* Vehicle connectivity data is stored ~5x more compactly, making compressed save files 8-14% smaller and its restore on load 4-5x faster.
Fixes
* Fixed height 3 and height 4 ramps having a tile that was visually blocked but not blocked by the layout.
* Fixed stopped conveyor belts visually scrolling after coming back into view.
* Fixed the map editor's forest tool preview placing trees on ocean and boundary tiles.