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skylines-traffic-manager's Issues

Null Reference Exception when leaving asset editor

NullReferenceException: Object reference not set to an instance of an object
  at TrafficManager.LoadingExtension.OnLevelUnloading () [0x00000] in <filename unknown>:0 

  at LoadingWrapper.OnLevelUnloading () [0x00000] in <filename unknown>:0 
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
LoadingWrapper:OnLevelUnloading()
LoadingManager:UnloadLevel()
PauseMenu:<Quit>m__CC(UIComponent, Int32)
ColossalFramework.UI.UIView:PopModal(Int32)
ColossalFramework.UI.UIDynamicPanels:Hide(String, Int32)
ExitConfirmPanel:OnReturnMainMenu()
System.Object:DynamicEventWrapper_OnReturnMainMenu(ExitConfirmPanel, UIComponent, UIMouseEventParameter)
ColossalFramework.UI.UIComponent:OnClick(UIMouseEventParameter)
ColossalFramework.UI.UIButton:OnClick(UIMouseEventParameter)
ColossalFramework.UI.MouseHandler:ProcessInput(IInputTranslator, Ray, UIComponent, Boolean)
ColossalFramework.UI.UIInput:ProcessMouseInput()
ColossalFramework.UI.UIInput:Update()

This exception is thrown when leaving the asset editor. It appears to prevent the OnLevelUnloading callback in other mods (including mine, Precision Engineering).

Update for new version.

The new update broke Traffic Manager. I'm posting here because i think Github is faster than Steam for reporting.

ps: ThankYou for this awesome mod!

KeyNotFoundException and Null reference exception after modifying intersection with timed traffic lights

I'm getting this exception (a LOT of them) after modifying an intersection with timed traffic lights. At least that is what I assume must have caused the exception, of course I can't be entirely sure. It is accompanied by a repeatedly popping up window with a Null reference exception, however that window only pops up when the simulation is not paused.

I've disabled all other traffic mods (Lane changer and switch traffic lights most notably) that I was using.

I'll keep experimenting and will update if i have more details on how to reproduce.

The error persists after I reload an earlier version of that same savegame (one without the modification to the said intersection). It does not occur on my other savegames

Screenshot of exception details:
http://prntscr.com/6vajra

[SUGGESTION] Be able to make roads no-parking zones.

You should be able to make a piece of road a no parking zone, on roundabouts for example, if you don't want cars to park there. Cars already can't park on grass stripped roads, but if you could make any road no parking that would be cool.

3-lane roads outer lane not used

On 3-lane roads, it usually refuses to use the most outer lane. (same thing I see with highways and 6-lane roads).

3laneproblem
Version 1.01rc

NullReferenceException when upgrading from 4-lane to 6-lane road on intersection with a timed traffic light.

I don't have the stack trace on me at the moment (will get one when I get home), but it was coming up out of CalculateSegmentPosition in CustomCarAI.

If needed, I can provide a copy of the save I'm using. I will attempt to also recreate this outside of the save, but right now the issue occurs when I attempt to upgrade a 4-lane road segment that connects to a timed traffic light node to a 6-lane road.

Pathing bugs in 1.04rc

I have some screen shots at: http://imgur.com/a/6yIdJ

Apparently, the lane evaluation is reversed for traffic making right and left hand turns on RHD maps.

Right turns always end up in the Lane 1 of 6 lane roads. (Lanes 1-5 straight only. Lane 6 Right turn only. Always picks Lane 1.)

Left hand Turns weave. Highway segment: Left, Left, Straight only turning onto a 6-Lane(3/3 BiDirectional). Lane 1 of the Highway ends up in Lane 2 of the 6-way. Lane 2 of the Highway weaves in to Lane 1 of the 6-way.
Video at https://youtu.be/5zGQYRTcsJI

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