v0.5.0 | 2026-08-11
Wide T3/T4 roads and deterministic multilane routing
* Added an eight-tile T3 road with one native four-tile lane per direction for heavy vehicles.
* Added a sixteen-tile T4 road with two native four-tile lanes per direction through straights, curves, S-bends, and G4/G8 elevation pieces.
* Added separate localized T1/T2, T3, and T4 construction tools with profile-width previews, validation, supports, snapping, and width-scaled costs.
* Added complete MultiLangLib catalogs for all 21 official game locales plus a neutral Portuguese fallback, with 56 player-facing texts in each catalog.
* Added deterministic T4 lane selection: faster vehicles prefer the inner passing lanes while slower vehicles prefer the outer driving lanes.
* Bundled every wide-road end into one physical snap target while exposing all lane endpoints to vehicle routing.
* Preserved all existing T1/T2 prototype IDs, geometry, and lane ordering; the new T3 and T4 families use separate save-stable V1 IDs.
* Kept dynamic mid-route lane changes disabled because Captain of Industry 0.8.6c provides no safe rear-gap and lane-change reservation API; version 0.5.0 selects a lane before the trip.
* Verified Captain of Industry 0.8.6c. The mod can be added to saves but must not be removed after highway entities have been built.

v0.4.1 | 2026-08-07
Elevated supports and localized controls
* Added the configurable RaiseUp and LowerDown controls used by the train construction tool, including its E/Q defaults and toolbox buttons.
* Added concrete supports at native train-track pillar candidate positions for inclined and raised flat road pieces.
* Extended cursor elevation from ground level to the native six-tile train-pillar limit in one-tile steps.
* Allowed connected plans with visibly supported flat G0 pieces to complete immediately as one atomic batch while near-ground plans retain normal material costs.
* Prevented terrain from burying the thin highway deck at the upper end of a ramp.

v0.4.0 | 2026-08-06
Resource-supplied asphalt construction
* Added asphalt as a storable loose product and a 19 gravel plus 1 heavy oil recipe for Industrial Mixers I and II.
* Replaced free placement with native construction sites and truck delivery for horizontal highway pieces and nodes.
* Added length-based road costs and area-based junction and roundabout costs.
* Set each rounded-up horizontal road tile to 2 gravel for the foundation and 1 asphalt for the surface.
* Allowed genuine G4/G8 ramp pieces to span lower dry terrain while keeping flat G0 surfaces terrain-bound.
* Prevented unfinished inclined pieces from deadlocking their own material deliveries by completing those sub-pieces immediately.
* Improved ramp planning, endpoint snapping, exit-candidate limits, and completed-network routing checks.

v0.3.4 | 2026-08-06
Stable junction snapping and terrain reroutes
* Stabilized direct snapping to visible junction and roundabout bodies, with nearby arms taking priority.
* Expanded roundabout collision checks to cover the longer merge and exit area.
* Kept vehicles on their current native road route when terrain work triggers route updates.
* Removed per-vehicle simulation-step routing logs and limited additional route searches to the best candidates.

v0.3.1 | 2026-08-06
Terrain-following elevation ramps
* Added terrain-following highway ramps with native 12.5 percent and 25 percent grades.
* Added horizontal transitions at ramp starts, ramp ends, pivots, and network connections.
* Added full-width validation for terrain support, water, map edges, and occupied terrain.
* Added three-dimensional lane following through curves and elevation changes.
* Added automatic flat-approach retries at free road endpoints.

v0.2.0 | 2026-08-05
Junctions and roundabouts
* Added three-arm T-junctions, four-arm cross intersections, and four-arm roundabouts for right-hand traffic.
* Added all 16 placement directions in 22.5-degree increments.
* Added exact snapping to free network ports and automatic selection of a suitable free arm.
* Added geometry smoke tests for roads, intersections, roundabouts, snapping, routing, and collision validation.
* Replaced the standalone ramp tool with the unified highway-network construction system.

v0.1.0 | 2026-08-05
Initial public release
* Added smoothly planned two-way highways with flowing curves, repeated S-bends, and tangent-continuous extensions.
* Added multi-pivot construction and exact endpoint continuation with Shift-double-click.
* Added automatic comparison between normal routes and reachable highway alternatives, including automatic entry and exit.
* Added lane-following movement through curves, up to 140 percent road speed, and 50 percent base maintenance usage.
* Added fallback to the normal game route when no suitable highway route exists.
