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This is the changelog of the Pre-Race Update and subsequent versions released in late June and early July of 2014, and from February to May 2015.

Date Released Version Number Contents
The Race Update: 0.4.0
May 1, 2015 0.3.8.3

Bugfixes:

  • Fixed Level of Detail (LOD) on high resolutions: this was responsible for the super low resolution on post HD screen resolutions
  • Fix some bindings not being loaded when using inputmaps generated in older versions: This was responsible for breaking the hotkeys completely.
  • Fixes UI show/hide keys and accidental destruction of the legacy apps
  • Fix display of default linearity in bindings
  • Add support to modify scale in bindings
  • Strip angularjs metadata when writing inputmaps to disk
  • Do not store binding settings that are default (increases inputmap readability/shareability)
  • Add ability to set deadzone in bindings
  • Add revert-to-defaults functionality to input screen
  • Allow saving to a non-existing inputmap (create inputmaps for new devices)
  • Filter out Null Audio from Options GUI.
  • Reduced instability warning from 60 seconds to 10 seconds
  • Fixed lightflare render on low texture quality with non pow2 textures.

Features:

  • Added photo mode: Use the sidebar to open it or CTRL + U
  • Added camera banking support for the Photo mode

Content:

0.3.8.2

User Interface Fixes:

  • UI: Play button now closes any open tabs, hide UI hotkeys working again: SHIFT+U, fixed ng-cloak: menu loading now hidden, fixed UI apps not getting any data since the stream information was not in sync after switching vehicles or spawning new
  • UI/VehicleConfig: Parts configuration works again, fixed UI getting desync when exchanging the vehicle while the UI is open
  • UI/Options: Graphics options save properly, all PostFX options now working, dynamic reflections options now working, removed not working easy graphics option for now as this is WIP
  • UI/Environment: fixed cloud cover bug, slider min/max fixed, removed defunct rain drop slider, added simulation speed slider
  • UI/Debug: reset all vehicles working, render debug options working, FOV back working, fixed Center of Gravity not working, fixed static collision debug not working
  • UI/Physics pause menu: Screen gets the black border and the STOP sign when in J mode

Other Bugfixes:

  • Fixed crash on selecting Null audio provider
  • Fixed crash when fullscreen lost focus when loading a level
  • PostFX settings now save on exit
  • Keyboard bindings fixed, T to fire the cannon for example (if you still experience problems, try to delete your "My Documents/BeamNG.drive/settings" folder.

Content:

  • Removed WIP UI apps: hydroscontroller and racingtime
  • Added missing preview images to all other UI apps
  • Fixed Roamer and D15 gear needle movement
  • Fixed Roamer brake gauge light incorrect location
  • New 18 inch wheels for the Sunburst RS/Race
  • Corrected wheel deform/strength values
  • Inflated Mat texture error fixed
  • Fixed Moonhawk collision triangles
  • Tweaked 200BX rear bumper, fixed inverted coltri
  • Tuned 200BX torque curves
  • Removed terrains aitest and thevoid from the release (they are dev testing maps and just slipped in)
  • Port level now actually just being the port
  • Added textarea to feedback app
  • Added missing dragcoef, sidereinfbeam deform and strength to some tires
April 30, 2015 0.3.8.1

Features:

  • New UI (WIP) - Press 'Escape' key to toggle
  • Added torqueArm feature for correct reaction torque on cars' axles
  • Improved the performance of the physics core. x64 is ~19.5% faster now than the previous version x86 physics core
  • Improved 64-bit support
  • Improved pressure simulation (increases tire stability)
  • Optimizations of pressure simulation
  • Optimized the wheel simulation
  • Small optimizations of the collision subsystem
  • Changed physics realtime limit to be at 20 FPS
  • Added feedback app - Use for bug reporting only
  • Added 'center of gravity' debug
  • Added 'breakgroup' debug
  • Material editor supports Reflectivity Maps
  • A notice will be shown if integrated video card gets used
  • Added color gradient to ScatterSky in the mission file
  • Added fixed nodes support
  • SideReinfBeam option added to pressureWheel model
  • Vehicle recovery system improvements . Press 'Insert' to use it
  • Updating densities on every gfx frame for objects that are in water
  • Added wheelSideReinfBeam (optional) and split up hub beam options (hubSide, hubTread, hubPeriphery) also optional
  • Renamed decalroad difficulty property to drivability
  • Added getTerrainDrivability
  • Added floating point number filtering of the physics engine to increase the stability of T3D
  • Improved AI basic route planning
  • Added AI route positions optimization
  • Added AI 3 point turns
  • Added AI bump planning
  • Added AI jump planning (WIP)
  • Tuned vehicle tires
  • Create hooks that T3D can call when input changes
  • Show raw hardware controllers information

Bugfixes:

  • Fixed duplicate beam/missing beam for the Grand Marshal lightbar
  • Tweaked grand marshal ride height
  • Fixed tiretester load problem.
  • Add fallback for missing GlobalCubemap on levels - There is no need to manually add GlobalCubemap to a level to use static reflections
  • Fixed infinite level loading when in fullscreen mode
  • Fixed Fanatec pedals being unbindable
  • Fixed differential mode toggle lua function
  • Fixed welded/lsd differentials causing wheel instability
  • Fixed combined throttle and brake causing wheel instability
  • Fixed wheel torque reaction
  • Fixed incorrect engine torque reaction
  • Fixed negative gravity in sand/mud simulation
  • Fixed Sunburst front lug nuts clipping through steel wheels
  • Fixed vehicle not functioning without flexbodies section
  • Fixed uneven force feedback at steering limits for all cars
  • Fixed spurious crash sounds
  • Fixed vehicle camera with mouse + rclick
  • Fixed debug persistency breaking with module init
  • Removed logline deduplication problem
  • Fixed retaining of debug mode
  • Improved nodeweight debug
  • Fix invalid TerrainBlock ray cast, froze game at level load.
  • Window title changes: now includes version and architecture
  • Shape now using a normalized 1900x1080 resolution for calculation: improves chosen LOD model
  • Make collada update of material.cs files optional.
  • Removed dangerous code(infinite bucle) from Precipitation::wrapDrop
  • Fix shader leak on shutdown
  • Reduce recursive call in Win32Window::setVideoMode
  • Fixed light flares on lowest texture quality: working now
  • Fix missing vehicle shadows on lowest lighting.
  • Split Material's simulated and real time: police lightbar animation now slows down with slowmotion
  • T3D Lua crash fixes on receiving evenings from multiple threads
  • Fixed Virtual filesystem destruction CTD on certain CEF file usage
  • Disabled optimization on Octree code, some times dont work correctly: more stable now
  • Launcher should now kill of stray .ui processes when main process died
  • Added ability to show and hide the cef console dynamically: ALT+C
  • Add support for Material's reflectivity maps.
  • Fix leak due to missing virtual dtor
  • Render Forest objects when we use ScatterSky.lastSplitTerrainOnly
  • Fix Decals normals: lighting on decals should be correct now
  • Remove support for MNG: was not used, but still crashing
  • Disabled security relevant functions to improve the T3D sandbox
  • Add color gradient files to ScatterSky
  • Recicle DecalManager buffers every N frames for avoid the buffer lock problem.
  • Fixing CTD on canvas render invocation
  • Removed strange tab replacement in console, also added time to console log struct improved look and format
  • Improved error logging on fatal lua errors
  • Minor things, added lua startup script and file: -lua -luafile
  • Fixed CTD on T3D Lua reload, reloads are properly queued now
  • Change SimXMLDocument for use virtual FS: used by editors settings.xml
  • Add SimObject::inspectPostApply to Lua interface.
  • Add debug log for a problem with SpotLight not updated correcty on scene octree.
  • Avoid LightBase field set/read from dummy variable.
  • Implement setVehiclePosition for recovery system
  • Extend drawSquarePrism interface
  • Renamed difficulty to drivabilityon decalroads
  • Add debug logs for try get more information about a frequent crash
  • Safe code for CubeReflector::updateReflection
  • Save console position
  • Fix sort video modes for GFXPCD3D9Device::enumerateVideoModes.
  • Enable SFXNullProvider as fallback when principal sfx provider fails to init,
  • Fixed CTD: Check against NULL ptr in Win32Window::WindowProc
  • Fix crash at startup when some input devices are connected.
  • Reduce min window size
  • Add check for detect when GPU drivers try to overide DX9 AA setting: fixes transparent vehicles for AMD GPU users
  • Add safe code for avoid crashes when we call Platform::Altert during render.
  • Fixed serious drivetrain differential bug
  • Improved physics core stability

Content:

  • New vehicle: Gavril Roamer
  • New vehicle: Ibishu 200BX
  • New tire tuning for Covet, Grand Marshal, 200BX, Sunburst, & Gavril D/H series, using new side reinforcement beams
  • New steering rack system for Gavril D/H series
  • Revamped Sunburst rear suspension
  • Tweaked susp damping so both ends have similar bounce frequency
  • Minor tuning to improve handling balance and ffb feel on the Covet, Grand Marshal, Moonhawk, Sunburst, & Gavril D/H series
  • Weakened D15 and Roamer roof structure to collapse more in rollovers
  • Minor updates to the Inflated Mat
  • AI Improvements
  • Updated vehicles thumbnails
  • Updated loading screen images
  • Materials animation uses simulation time now
  • Improved console logging
  • Forest will cast shadows if 'last split on terrain only' option is activated in the ScatterSky settings
April 2, 2015 0.3.8.0
  • Fixed pickup materials
  • Minor fullsize suspension fixes
0.3.7.9
  • Removed AI Test terrain as well some other leaked things
  • Fixed pickup/van front wheel inverting
  • Fixed a bug with the window resolution (now rendereable area size is the same in all Windows versions)
April 1, 2015 0.3.7.8

Features:

  • Added beam stress & deform debug that will help content creators a lot
  • Improved jbeam collision debug visuals - you can now see the direction of coltris much better in order to fix problems
  • AI control app added - App to control the more advanced AI (WIP)
  • In-game controller mapping added - You can now add new controllers, edit & re-map the bindings in-game (WIP)
  • Early implementation of remote controller app, the APK will be published later on after we improved the discovery phase of the device
  • Work on pressure approximation and fidelity
  • Progresses on AI and on route creation - Waypoints generated from decal roads, merged with user created waypoints, merged and optimized. Also decreased the performance burden by moving the collision with the waypoints to the physics side instead of using T3D collision
  • Added collision quads - a more advanced way of specifying triangles
  • Removed limitation of debug only being drawn on the active vehicle
  • Dynamic reflections on vehicles: We also added in-game options for dynamic reflections so you can adjust the quality settings in real time
  • Waypoints for AI, AI basics, navigation system basics
  • Added indicated airspeed app
  • Separate full-screen and windowed vsync settings
  • Warn when disabling vsync in windowed mode with aero running

Bugfixes:

  • Fixed debug color flickering
  • Force feedback build-up of old forces when reloading vehicle
  • Parts configuration: Part doesn't change on first time selection
  • Main menu options not letting user return to main screen
  • Added missing texture: wheel_04a_n.dds was missing
  • Switching to full-screen with ALT+Enter lowers refreshing rate
  • Fix vsync setting not being applied when changing in full-screen mode
  • Wind sound now takes wind flow into account
  • Fixed JSON parser having problems with specific jbeam special cases
  • Vehicle selector Remove Filter button works but doesn't hide the selection
  • Fixed hangup on T3D LUA crash
  • Better error reporting for JSON errors
  • Options menu reverted to previous working state
  • Improved tire deflation behaviour
  • Improved AI Display and visualization
  • Reduced skid mark threshold to 15m/s, this allows skid marks from burnouts in first gear
  • Fixed issues with the new BC5 texture normal

Vehicle Content:

  • Added buoyancy to Steel Barrel
  • Disabled self collision on T-Series mudflaps & front wheels to reduce sticking
  • Added optional dynamic reflections to vehicle materials, enable them in the options menu
  • Global tire tuning
  • Civetta Bolide handling improvements
  • Cannon texture, model & jbeam tweaks
  • Added a working cannon, T to fire, signals for elevation angle
  • Fixed wheels offset in Hirochi Sunburst
  • Improved support for debug draw
  • Distanced the external camera for Large spinner
  • T-Series interior finished
  • Separate car customization to set up car, configure parts and choose color
  • Updated angular materials in newer version of UI
  • Improved base model for Ibishu Covet from tire test tester results
  • Fixed internal turn signal for Bruckell Moonhawk

Terrain Content:

  • Fixed basetex issue on East Coast USA
  • Tweaked overDarkFactor on Puregrid for smoother vehicle shading
  • Fixed missing clouds on Hirochi Raceway
  • AI paths added in East Coast USA
  • Minor fixes in East Coast USA and Hirochi Raceway
  • Updates in East Coast for town, forest and bridge
  • Improved sky on Small Island
February 20, 2015 0.3.7.7

Features:

  • Friction subsystem update. The friction graphs are better now
  • Reduced latency for crashing sounds
  • Improved user folder: new directory structure, cache now version dependant as well as other improvements
  • Integrity checking: runs each time the game is updated to prevent conflicts and content breaking errors
  • New logging subsystem: now with improved format and ability to set it up better. (See settings/base.ini file)
  • Frame rate limiter now configurable via text file (See settings/base.ini file)
  • Globally improved and more accurate vehicle handling as a result of new friction code and extensive tire tuning
  • Optimizations for non-collidable pressureWheel triangles
  • Support for BC5 normal maps for all vehicles to greatly reduce artifacts
  • Putting zip files into the mods folder will automatically mount them

Bugfixes:

  • Fixed script warnings and errors
  • Fixed crashes to desktop when returning to the menu
  • Temporarily removed other audio providers to prevent muted audio
  • Fixed positioning of crash sound
  • Fixed parts configurator bug allowing only one part removal at a time
  • Zero size warning removed for hubcaps
  • Fixed bug in soundsource ordering
  • Fixed lots of possible crashes
  • Improved logging origins so one can always tell where the error came from
  • Disabled ancient GFX profile loading
  • Fullscreen mode fallbacks improved: if the game fails to switch to fullscreen, it falls back to windowed mode now
  • Fixed bugs with incorrect window resolutions resulting in startup errors
  • Fixed CPU name reporting in logs
  • Fixed crashs: on vertex buffer locking, missing lighting datablock, missing decal datablock
  • Improved D3D Crash Handling

Vehicle Content:

  • Extensive tire and suspension tuning to improve handling and FFB corresponding with new friction code
  • Softened and increased damping on all tie rods to reduce vibration and improve FFB
  • Revised most vehicles' external cameras and some internal cameras
  • Various minor fixes and corrections to all vehicles
  • Tuned all tire friction coefficients
  • Lightbars added to the H-Series, Grand Marshal, and D15
  • Pushbar finished and textured for the Grand Marshal
  • New 17" sport wheels for the D15 Sport and Grand Marshal Sport
  • Added 16" rally wheels to the Covet
  • Added barriers to the Large Spinner
  • B-pillar tweaks on most vehicles
  • Fixed mesh spikes on the Moonhawk when wheels detach
  • Fixed wrongly triggered flares on Moonhawk
  • Reduced Bolide bodywork panel attachment strength
  • Brighter gauges when not lit on the D15, H-Series, Grand Marshal, and Moonhawk
  • Turquoise gauge glow added for Covet when headlights are on
  • Fixed instability on the T65
  • T65 flatbed added
  • T65 short frame fifth wheel upfit added (much easier on FPS)
  • Added ability for T-Series transmission to detach from the engine
  • Added seats to T-Series with soft mounts
  • More T-Series interior progress
  • Reduced vehicles' metal friction coefficient from 0.7 to 0.5
  • Increased Covet skidplate friction from 0.2 to 0.5 to improve driveability
  • Added steering axis inclination (SAI) to Bolide to improve handling and FFB
  • Fixed lack of SAI on Sunburst causing strange FFB and incorrect suspension geometry
  • Breakable driveshafts on the Sunburst
  • Strengthened rear strut top on Sunburst to reduce unwanted deformation over jumps
  • Added rally suspension to the Sunburst with stronger components
  • Sunburst RS and Race damping increased
  • Retuned exhaust deformation and detaching for Sunburst
  • Fixed zero offset on Sunburst hubcaps creating zero-length beams
  • More work on 200BX (almost ready for public testing)
  • Added larger flipramp variant that matches up with T65 cargo box

Terrain Content:

  • Dry Rock Island vegetation tweaks
  • Fix for bridges dropping FPS
  • Fixes based on feedback to East Coast
  • Added another trail to East Coast
  • Improved some roads on East Coast
  • Improved jump on Industrial
  • Global groundmodel tweaks
  • Fixed some erroneous flares/spotlights
  • Gas station added to East Coast
  • Skidpads Added to Gridmap
February 5, 2015 0.3.7.6

Features:

  • Added NodeBeamEditor by masa: We are working together with him to integrate it better. You can find it in the 'editor' subfolder.

Bugfixes:

  • Many stability fixes in the physics core
  • Fixed cache file loading: prefer non-cached version
  • Fixed bug where vehicles could not be dragged around in the editor
  • Pressure wheels support hubcaps again
  • Disabled action menu for now until it is completely working

Vehicle Content:

  • New cubemaps for car reflections
  • Thumbnails for all vehicles
  • Minor changes to sunburst body kit and rally lights mesh

Terrain Content:

  • Overhauled skybox cubemaps for better reflections
  • Minor improvements to ECA
  • Updated palm trees and textures on DRI
February 3, 2015 0.3.7.5
  • Fixed several crashes and problems in the physics
  • Fixed cache file loading: prefer non-cached version
1st Experimental Phase: 0.3.5.0 - 0.3.7.4
July 5, 2014 0.3.4.0
  • Fix for Bolide rear lower arm breaking
July 2, 2014
  • Fix for Pigeon body not detaching
July 1, 2014
  • Fixed small island water color
  • Fixed initialization bug in drivetrain
  • Fixed crash on invalid 3d mesh
  • Fixed crash when reloading the vehicle
  • Fixed crash when resizing the T3D GUI
  • Fixed world editor window placement: right side alignment actually works now
June 30, 2014 0.3.3.0

Features:

  • Improved world editor: now using window resolution correctly: right windows will be correctly on the right side of the screen now (side effect: saves your windowed resolution)
  • Improved player spawning: thePlayer is now visible in the scene tree and will not be saved when saving the level
  • Rewrote level saving a bit
  • Improved bananabech: improved output formatting, added RAM and OS info
  • Beam break debug working again: if in debug mode, broken beamns will print to the message app
  • Lua instances have log names now. S0 = system lua, V0 = first vehicle lua, V1 = second vehicle, etc
  • Increased accuracy of friction
  • Improved tiremarks: now with better placement and sizing
  • Added new lua function: setNodeMass(nodeid, mass)
  • New 3D feature: decal roads have fading now, reducing the visible tri count a lot
  • Fixed 3D feature: re-added mieScattering setting for scattersky
  • Improved 3D feature: decal sorting now faster using two lists: one sorted, one unsorted
  • New 3D feature: Add DecalRoad TS interface to get its nodes
  • Doubled vehicle render distance from 250m to 500m

Fixes:

  • Fixed game crash (lua stackoverflow) when running the game for a bit longer
  • Fixed resource error when loading DRI
  • Fixed "spawn new vehicle" function: not spawning inside the other car anymore
  • Fixed crash reporting up: updated crashreport tool, improved the way it works, fixed ability to use/run the game even if the system is missing
  • Fixed some app minimal size bugs on persistence saving
  • Fixed DirectX: proper offline installation now
  • Fixed part manager when no props are present
  • Fixed bug in slidenodes: now resetting correctly
June 29, 2014 0.3.2.0
  • Reverted D15 to regular color map
June 28, 2014

Civetta Bolide Fixes

  • Bolide door fix
  • Moved Bolide interior camera forward
June 27, 2014
  • Fix for Grand Marshal driveshaft breaking while using brake and gas
June 25, 2014

Features:

  • Improved message app: Added text to edit mode to prevent deletion
  • Replaced loading screen videos with screenshots
  • Level updates to work better with different time settings
  • Increased number of vehicles tested in BANANA Bench to 10
  • Added UI message on instability
  • Improved water shading in basic lighting

Content:

  • Minor vehicle updates: Slidenode steering racks for all vehicles

Fixes:

  • Fixed and improved bullettime: Not crashing anymore; Better usage via keys (ALT+Arrow keys) and UI
  • Minor improvements to new vehicle spawning
  • Fixed beam breaking debug: Enable debug mode and breaking beams will be printed to console again
0.3.1.0
  • Fixed errors in javascript-lua interface
  • Added function to call system lua
June 22, 2014

Vehicle updates:

  • Added vehicle: Ibishu Pigeon
  • Global improvements to handling and top speed (tire tuning)
  • Roll cage optional part added to Covet for Race and Rally models
  • New Covet Sport as a factory model (+10 hp, sportier suspension and wheels)
  • Added fender flare parts, engine variants, and 2 new sets of wheels/tires for Bolide to create 2 new factory variants (320 and 390 GTR)
  • Adjusted shift points for all automatic transmissions
  • Added 5-speed manual transmission to D-Series and Grand Marshal
  • Enabled steel wheels for D-Series
  • Recalibrated speedometers
  • Revised torque curves for Gavril I6 and V8 engines (230 hp for the standard V8)
  • Engine tuning stage parts added to Gavril V8 engines (stage 1 = 270 hp, stage 2 = 420 hp)
  • Factory sport models added for the Grand Marshal and D15 using stage 1 engine tuning
  • Added optional welded differential to D-Series, H-Series, and Grand Marshal
  • Drift Missile variants added to D-Series, H-Series, and Grand Marshal
  • Repaintable decals for the H-Series (put your own fancy logo on it!)
  • Fix for brake lights only coming on at >50% pressure
  • All gauges now glow when the engine is running
  • Various tweaks, fixes, and improvements to all vehicles
  • Revised some vehicle part weights
  • New default colors
  • Added flares and spotlights for all lights (incl. brakes and signals)

Terrain updates:

  • Improved road materials
  • Improved textures
  • Improved roads
  • Improved terrain
  • Improved lighting and color
  • Improved sunflare effect
  • Improved skybox texture for reflections (reflections now have greater contrast)
  • Improved objects
  • Improved shadow render distance (renders to 1600m now instead of 400, same closeup detail)
  • Added a lot of detail to Small Island (tunnel, many new decals, more varied road surfaces, ditches, drains, etc)
  • Added several new objects/areas to Grid Map
  • Fixed suspension test object grabbing wheels on Grid Map
  • Improved mud visuals on Industrial
  • New objects and vegetation
  • New Cliff map
  • Small Island and Cliff can do proper day and night transitions now (for now the others use the old system still)

Physics updates:

  • The whole physics core was reviewed. Many fixes for the physics. Optimizations
  • Around 25% performance improvement
  • Faster collision subsystem
  • Static collision optimizations: terrain objects are faster and reload quicker
  • More stable and accurate collisions (fixed a lot of bugs - less shaking and getting stuck)
  • Heightmap bugfixes and optimizations
  • Improved 3D mesh performance
  • Friction and ground model improvements
  • Brake and parking brake greatly improved and extremely effective
  • Fixed water density
  • Engine reaction torque added
  • Automatic transmission launch behavior greatly improved
  • Realistic automatic transmission mode implemented (manual PRND21)
  • Removed ability to manually shift an automatic transmission as if it were a manual
  • Differentiation between automatic and manual transmissions added
  • Removed auto-clutch while changing gears
  • Added auto-clutch on stalling
  • Increased wheel and beam limits
  • Fixed physics-crashing problem with beams with 0 spring deforming
  • Added warning for zero-sized beams
  • More fault tolerant drivetrain initialization
  • Spotlight fixes
  • Particle fixes
  • Added new prop mapping method
  • Mud/sand improvement
  • Increased accuracy of the physics core
  • Added real-time gravity modification
  • Added wind
  • Added slidenodes

User interface (UI) updates:

  • New main menu
  • Completely rewritten UI using HTML5 developed in an open source manner: https://github.com/BeamNG/ui (see also: more-work-on-everything)
  • Modular and flexible customizable system with widgets
  • Rewritten debug functionality

General updates:

  • Per-vehicle Lua system added
  • New Lua mod extension system: hooks that vehicle's Lua can use
  • Added RPC-alike call for vehicle Lua
  • Added Lua functions getDirectionVectorUp, getBeamLengthRestRatio, inWater, setBeamLengthRatio, setBeamLengthRefRatio, getBeamLengthRefRatio
  • Implemented vehicle-specific input maps
  • New prop placement system
  • Prop breaking via deformGroup added
  • Added flares to spotlights
  • Added more electrics sources for animated props
  • Fixed some Torque3D terrain and vertex buffer locking crashes
  • Improved performance of scene rendering (faster sorting of rendering objects)
  • Added render distances for BeamNG vehicles
  • Fixed crash on truck deletion
  • Fixed crash on spotlight deletion
  • Fixed crash report date/time
  • Fixed up slow motion
  • Improved triggers: rendering depending on distance, new trigger improvements (see Race-triggers-accuracy)
  • Fixed Lua error levels being set at lots of places, now only once at system start
  • Fix for particles disappearing randomly (see Little-Update-Particles-disappearing-randomly-Fixed)
  • Improved particles and added normal force
  • Added dynamic loadable prefabs: ability to change the level on the fly
  • Fixed camera control inversion for interior vs. exterior
  • Limited up/down camera movement - no more flipping over
  • Camera focus fixes: use the right mouse button to rotate the camera
  • Fix for most collision sounds being missed (was mistakenly using beam ID as node ID to emit sound)
  • Tire rolling sound now only plays when a tire is contacting asphalt
  • Fixed and improved tire slipping sound logic - now only plays on asphalt
  • Xbox 360 controller input map reworked (D-pad is now used to operate signals, headlights, and hazards)
  • Fanatec 911 Turbo S wheel input map improved/reworked
  • Steering wheel now remains 1:1 on cars where it turns less than 900 degrees (for 900 degree wheel users)
  • Removed Oculus Rift support
  • Removed Skia (previous debug drawing method)
  • Added benchmarking tool - test performance with multiple vehicles and output data

Currently known problems that we are working on:

  • GPU will still sometimes crash on some maps
  • Flat tires are not really flat anymore due to the tire tuning we did
  • Lots of other stuff on our bug tracker right now
Alpha: 0.3.0.5