At nighttime, the lit windows from buildings have more glow and the light will affect the world around them
Building lights don’t all turn on at the same time - there is some randomization attached so it looks more realistic
House lights only turn on when a villager is currently inside. Farm/Forester/Harvester Hut lights only turn on when a villager is assigned (but doesn’t need to be currently inside)
Note: Impact of these lighting changes should be minimal, but do have a slight performance cost. If you want, you can go into Options / Video / Object Lights to turn the lights off. Buildings will still use an emissive texture to make it look like they are lit up, but that has basically no effect on performance.
Added cap to simulation step size, to prevent framerate hitches from causing larger than ideal simulation step sizes. Potentially this means the simulation runs slower if your overall framerate is very low, but that's probably for the better since it will make the simulation more predictable.
Pipe items run at higher simulation step resolutions, to avoid inconsistencies when items are moving fast but framerate is low
Improved performance for belt & pipe items that were not able to move, workers that were off camera, and water trenches that were at equilibrium
Transaction icons are hidden if they originate far from the camera
Added Creative Mode and Starting Biome option to the Create Game settings
Added 'max worker count' upgrade to Pasture Barns
Quest List Items are formatted better - Header and requirement items can now resize their height based on label size
Worker Level Up sound doesn’t play if workers are far off camera
Fixed meteor destruction & stardust count rows overlapping with Quest panel header
Fixed bug: the Custom Game menu’s ‘modifiers’ checkbox list was not reset when being displayed, causing unintended settings to be applied (or not applied) if revisiting the menu