Hotfix for 0.8

24 December 2016

We were quite busy the last days fixing the most important problems for you, happy holidays again!

Bugfixes

  • Fixed invalid audio provider breaking game
  • Fixed Editor camera “Smoothed Rotate” not being as smooth as in previous versions
  • Fixed crash when rendering terrain with broken materials/shaders
  • Fixed Hypermiling scenario
  • Fixed level selector not showing preview icons of levels without an “info.json”
  • Removed rewards for now as they are not working yet

Vehicles

  • LeGran: fixed automatic shifters animation, fixed shading errors on seats and parts of interior, fixed inaccurate sport speedometer, fixed base model having chrome trim, weakened radiator, stabilized hood, increased drag
  • Caravan: fixed propane tanks having the wrong name

User Interface

  • Improved Options layout
  • Language support starts. See Options > Languages (Work in progress, might be buggy)
  • Added option to disable videos in main menu
  • Level selector’s list is now alphabetically sorted
  • Improved vehicle selector performance the first time it is used
  • Fixed Engine Debug gear display

Powertrain

  • Added support for pre-damaged gears in the manual gearbox
  • Improved error logging for modder when incorrectly setting up powertrain
  • Improved “Engine is off” messages
  • Fixed auto starter motor not working correctly in all cases
  • Fixed reverse lights staying on with DCTs in P
  • Fixed “engineThrottle” and “running” electrics sources

Input

  • Fixed extreme forces/vibrations of force feedback during slow motion
  • A few of the Logitech G920 users might see a decreased amount of crashes. Please run the 32bit version of BeamNG if you still experience crashes, that could work better (though not guaranteed).
  • Removed G27 LED lights support due to bugs in G27 drivers. They will be re-enabled if/when drivers are fixed.
  • H-Shifter does not allow access to non supported gearbox modes anymore

Artificial Intelligence

  • Fixed AI flee not working in levels without roads
  • Fixed AI vehicles causing waypoint markers to disappear in scenarios
Instructions on how to update the game here.
Bug reporting/Help Thread here.

Version 0.8 rolling in …

21 December 2016

Happy holidays from the whole BeamNG Team!

Highlights

  • New vehicle: Bruckell LeGran
  • New campaign: A Rocky Start
  • New powertrain physics system
  • Completely renewed Garage mode
  • Added ‘Quickplay’ hotlapping mode

Physics

  • Vastly improved vehicle collisions
  • Physics core is 5-10% faster
  • Slight decrease of physics core memory usage
  • Improved accuracy of friction
  • More realistic water drag
  • Improved stability of drag (both air and water)
  • Working intake snorkels
  • Fixed vehicle collisions on rotating frame of references (such as the hamster wheel)
  • Fixed physics of couplers
  • Fixed coupler resetting
  • Toggling couplers resets them even when they are in semi-coupled state
  • Added “Center of Pressure” debug visualization
  • Optimized vehicle G-force sensors
  • Fixed particles being generated while passing through terrain holes
  • Torquenode does not default to Armnode anymore

Gameplay

  • Added QuickPlay mode: choose the map, layout, car, environment settings, and go! (Documentation available here)
  • Completely revamped Garage mode, with full controller support:
  • Default shifting mode is now configured through the Options menu, rather than using the Q key
  • Radial / pie menu improved: better behavior, more items, fixed deadzone bugs, much easier and nicer to use
  • Added three Steam achievements for completing the campaigns:

Vehicles

  • Added new vehicle: Bruckell LeGran
  • Added new vehicle: Travel Trailer
  • Added new upfit for T-75: Dump Bed Upfit
  • Added new prop: Wood Crate
  • Implemented BeamNavigator for all cars with new boot screen
  • Barstow: colorable stripes, tweaked torque curves, deformation tweaks, steering and front frame stiffened
  • Bolide: added colorable stripe skins
  • Burnside: added race suspension parts, optional 423 CUI V8 from Barstow with superchargers, cut hood, drag and custom variants steering and front frame stiffened, frame is now totally separable from body
  • Covet: added ‘Vandalized’ skin, made ‘Rally’ and ‘Selecta’ skins colorable
  • D-Series: added 2-tone paintjobs, added new “Beast” variant, added snorkel, front frame and suspension mounts stiffened
  • ETK800/ETKC: More durable suspension, add “Post Crash Braking”
  • ETK I-Series: made ‘Rally’ skin colorable
  • Grand Marshal: added 2-tone paint, reduced spiking in trunk and front wheel well corners
  • H-Series: added running boards, front frame and suspension mounts stiffened
  • Miramar: colorable roof and trim using 2nd and 3rd palette colors, colorable Okudai skin, added adjustable 5-speed race transmission, working dashboard clock
  • Moonhawk: deformation tweaks, colorable stripes, added colorable trim using 3rd palette color, tweaked torque curves
  • Pigeon: Added ‘Street Cleaning’ skin
  • Roamer: added 2-tone paint, added snorkel, fixed UV errors
  • SBR4: corrected power output, added navigation screen
  • Sunburst: corrected power output, added navigation screen, made ‘Custom’ and ‘Rally’ skins colorable
  • T-Series: Cleaned up beam section headers
  • Tanker Trailer: added ability to rip open
  • Fixed vehicle steering wheels, pedals, and other parts becoming severely misaligned and sticking out in crashes
  • Removed inter part coltris, leading to 5-10% improvement in vehicle optimization
  • Reduced friction of plastic parts, added correct ground models to plastic vs. metal collision triangles
  • Reduced weight of mirrors, rally lights, and some spoilers
  • Fixed strange spawning angles and camera positions on props
  • Fixed some inaccurate gauge needles on cars
  • Many other small vehicle fixes and tweaks

Powertrain

  • Modular and expandable system to create almost any drivetrain layout
  • New interactive powertrain UI app, allows to toggle device modes with your mouse, and visualize the torque and speed of each component
  • Simulation of torque converters
  • Improved Automatic, Manual, DCT, CVT transmissions
  • More advanced shifting logic with shift timing, clutch and throttle help
  • Selectable locking differentials, locking wheel hubs, high/low range
  • Improved limited slip differentials (Torque sensing, speed sensing)
  • Engines can stall, be dragged into reverse rotation, restarted with starter motor or by bump starting
  • Flow of power remains correct when driveshafts or axle shafts break
  • Implemented energy storage framework (fuel tanks, batteries, etc)
  • Initial support for electric motors
  • Initial support for multiple engines
  • Support for replacement or add-on drivetrain controllers for custom vehicle types

Vehicle Powertrain Upgrades

  • D-Series/H-Series/Roamer: Added locking axle differentials, high/low range switching, 4wd/2wd switching, unlockable front hubs
  • ETKI: Added 2 AWD transfer case types (viscous AWD, adjustable race LSD AWD)
  • Pessima: Added 2 AWD transfer case types (viscous AWD, adjustable race LSD AWD)
  • Sunburst: Added 2 AWD transfer case types (viscous AWD, adjustable race LSD AWD)
  • SBR4: Added 2 AWD transfer case types (viscous AWD, adjustable race LSD AWD)
  • Semi: Added locking interaxle differential, locking axle differentials

Input

  • Added support for 4th and 5th mouse buttons (not assigned by default, can be used for gas/brake, shifting… anything)
  • Improved the force feedback feeling on FWD and AWD cars
  • Added new inputmaps for: “Racing Wheel Thunder V5” (using a “PS(R) Gamepad Adaptor”), “Saitek Heavy Equipment Wheel & Pedal”, “Saitek Side Panel Control Deck” and “SpeedLink DriftOZ”
  • Revamped inputmaps for: “CSL Gamepad for PC”, “Dualshock 4 Playstation Controller (Wireless Controller)” (wired mode), “SRWheel”, “Dual Trigger 3-in-1” and “Fanatec ClubSport” (force feeedback now enabled by default)
  • Created new wiki page with all information related to controllers: Controller Support
  • Minor speedup of controller detection and FFB system initialization
  • Fixed invalid steering values coming from iOS version of BeamNG Remote Controller app
  • Fixed remote smartphone controllers generating many error logs for the first few seconds of gameplay
  • Fixed H-shifters forgetting the current gear when alt+tabbing to a different window
  • Fixed sticky right-mouse-button when a menu shows up while rotating the camera with mouse
  • Fixed random moving elements in several special vehicles when using XBox controllers (deadzones were missing)
  • Deprecated discrete camera zoom bindings in favour of smooth zoom bindings

Replay

  • Improved replay format: now supporting sounds, props (pedals, etc), full car transparency and current UI app data streams
  • Bumped replay version: files recorded with previous versions will no longer be readable (this will continue happening until the replay system is stable enough)
  • Minor improvement of file sizes related to vehicle shape (though new features still made them bigger)
  • Fixed incorrect camera orientation during replays
  • Fixed playback freezing during fast-motion in replays if computer couldn’t keep up with the required calculations
  • Fixed replay length being inaccurate by up to one second and leading to lockups
  • Fixed several vehicle shape corruption bugs during playback
  • Now all vehicles move when seeking through replays featuring more than one vehicle

Artificial Intelligence

  • Initial support for lane driving. Currently accurate only for single lane in each direction
  • Added a Risk parameter on the AI app. It tunes the overall aggressiveness of the AI controlled vehicle
  • New pathfinder for the AI (no map target) flee mode
  • New pathfinder for the AI random mode (does not require a prespecified) target), and reduces unnecessary three way turns
  • Refactored AI Flee Mode
  • Dynamic aggression for the AI manual Mode

User Interface

  • Improved loading screen: less likely to hang, better status messages, fading on finish
  • Enhanced main menu: new sounds, better navigation and improved looks
  • Fixed units of turbocharger app
  • Support for one level of subcategories for tuning variables
  • Updated UI Apps thumbnails
  • Added support for blurring arbitrary rectangles below the UI
  • Optimized UI updating (based on current FPS)
  • Improved defaultGearboxBehavior to have two values: ‘arcade’ and ‘realistic’
  • Added imageslider control supporting multiple previews, blending when in focus in various selectors
  • Units system: length now reporting smaller units as well (yard, etc)
  • Level selector improvements: better detail view
  • Fuel consumption fixes: not displaying values that do not make any sense
  • Improved hotlap app visuals

Audio

  • Improved how sounds are affected by simulation time
  • Better sound resource cleanup
  • Limited excessive crash sound emitting
  • Fixed bugs on audio system causing missing sounds and latency on start

Renderer

  • Added support for dynamic deferred decals, used for navigation arrows on the road (temporarily disabled on lowest graphic setttings)
  • Improved speed of UI textures upload to GPU
  • Improved nodegrabber render performance
  • Improved vehicle color palette (skins can now be coloured)
  • Fixed possible render artifacts on the first frame after a vehicle spawns
  • Fixed issue with spotlights shadows
  • Fixed bug causing dynamic HTML textures (license plates and navigator) to initialize incorrectly
  • Fixed crash when vehicles are destroyed with the lights turned ON

Campaigns

  • Added new campaign: ‘A Rocky Start’
  • Steam achievements are now awarded during campaigns (if online mode is enabled in options menu)
  • Added the new ‘Exploration Map’ that can be used by campaigns
  • Added Mission markers with UI hooks for displaying relevant information
  • Added navigation lines to show the direction to campaign missions’ starting location
  • Enforcing competetive scenario rules during campaigns
  • Added ability to specify requirements for scenarios used in campaigns
  • Improved Campaign json format and increased version from 1 to 2
  • Improved campaign folder structure convention
  • Added Odometer app for use in campaign scenario

Scenarios

  • Added support for playing comics in campaigns or scenarios
  • Deprecated onRaceWaypoint, replaced it with onRaceWaypointReached
  • Added onVehicleSpawned extension hook
  • Added onVehicleTakenDamage extension hook
  • Improved how scenarios find prefabs
  • Improved timing for displaying end screen
  • Improved vehicle tracking with per vehicle data
  • All vehicles can now trigger waypoints via onRaceWaypointReached extension hook
  • Added waypoint branching – multiple routes to a destination can now be specified
  • Ability to calculate distance travelled along a road path
  • Improved statistics filtering for scenarios
  • Scenarios can now specify required stats
  • Extended cinematic camera to follow an additional valid target
  • Added option to hide the countdown in scenarios
  • Added directional waypoints with a flat collision plane, useful for start/finish lines

Misc

  • Modified free camera behaviour, to allow smoother inspection of the vehicles and less jerkiness during rotation
  • Improved “center” camera type
  • Small orbit cam adjustments
  • Added vehicles colors to vehicle configuration files(PC files)
  • Improved level loading times
  • Cleaned and optimized vehicled recovery subsystem, should work a bit faster/smoother now
  • Outgauge split into two modules to use them separately
  • Added simple job system: the mods will keep loading in the background when you start the game
  • Added Generic executeLuaSandboxed method to catch lua execution output
  • Removed system lua instance: was not used anymore – added replacement for broadcast function: queueAllObjectLua
  • added new -batch command line option to prevent levels blocking the loading with messageboxes
  • Creator mode basics: this opens an external browser window to control your vehicles. Very much work in progress.

General Bugfixes

  • Fixed Recovery system only working for cars controlled by users (now also works for AI and others)
  • Fixed Recovery showing the same message when tapping the key as when holding it
  • Fixed Recovery system moving your car after being manually placed with editor or F7
  • Fixed log messages were getting lost randomly
  • Fixed inability to replace the vehicle when using the free camera
  • Fixed game unpausing when resetting a vehicle
  • Fixed inability to modify any of the vehicle color slots when using the free camera
  • Fixed json serializer producing invalid syntax on null items in objects or lists
  • Fixed creation of forest objects
  • Fixed Lua Simobject field performance problems
  • Added safety check to extension system: Case sensitive errors added preventing loading the same module twice
  • Fixed problems when using certain C++ APIs from within Lua coroutines

Jbeam / Lua

  • Powertrain controllers are a superset of the previously known extension system
  • Powertrain controllers are tied to jbeam, so loading jbeam specfic code is very easy
  • The entire vehicle powertrain control logic can be replaced by custom code if a mod desires so
  • Added non-linear temporal smoother Lua function
  • Removed synced GFX step of vehicles
  • Cleanup of Prop control API
  • Added possible default value as second argument to settings.getValue() to make it easier to use
Instructions on how to update the game here.
Bug reporting/Help Thread here.

Hotfix for 0.7

07 October 2016

Hotfixes for the big update from some days ago 🙂

Update: Second hotfix (0.7.0.2) released, fixing crash in “Low” quality settings.

Bugfixes

  • Fixed render issues on DirectX10 GPUs
  • Fixed empty Freeroam menu when maps with multiple .mis files were installed
  • Improved orbit of orbit cam
  • Reduced jittering of orbit cam
  • Fixed incorrect thumbnails being shown in Freeroam menu (for maps without info.json files and with multiple .mis files)
  • Fixed unintended switch to free camera when removing the current vehicle (should only happen when removing the last vehicle left)
  • Fixed rare crash related to certain keyboard events
  • Fixed Return key not working for ingame console while menus are shown on screen
  • Fixed missing translations in DCT and 8AT transmissions
  • Fixed wrong message being displayed when switching to Automatic mode in DCT transmissions
  • Fixed Messages UI app not correctly updating the text of a category in some cases
  • Reducing stuttering caused by update UI to GPU
  • Added “Pause” action to the scenario’s blacklisting
  • Fixed GroundCover on terrain holes (fixes flying rocks in tunnel entrances)
  • Fixed enabling and disabling statistics tracking
  • Improved ending sequence of scenarios, vehicle crashes should come to a reasonable end before the scenario end UI appears
  • Added easier backwards compatibility for the “old” node offset functionality
  • UI: Fixed target Vehicle field not updating correctly on AI app on vehicle switch
  • UI: hardware page updated, problems shown in main menu again. Added ability to acknowledge them. Fixed critical battery state.

Terrains

  • Derby: Fixed decalroad issue
  • ECA: fixed lod of town base being too dark
  • Chapter 1: improved downhill, improved many of the intro cameras to be quicker
  • Chapter 1 Bridge: Fixed excessive slow motion after vehicle falls off the bridge
  • Chapter 1 Wall Jump: Fixed distance tracking and scoring
  • Utah: fixed issues on some decalroads, minor terrain/forest/etc fixes
  • ETK test centre: Fixed splash particles not spawning on slippery surface

Vehicles

  • Strengthened most tires by 10-20% to reduce popping when bumping curbs
  • Fix Semi cab to frame mounts breaking too easily
  • Fix part of East Coast Town using visual mesh for collision (leading to tire popping on curbs)
  • Added proper ETK800 Driving Experience config
  • Added “Wood” Groundmodel to Suspension Bridge to eliminate sparks
  • Fix Semi driveshafts not breaking
  • Fix Pigeon rear wheels clipping through bed on hard cornering and jumps
  • Flatbed trailer: improved jbeam structure so that it can be crashed into better, added straps and improved steel pipes loads, added steel pipes config
Instructions on how to update the game here.
Bug reporting/Help Thread here.

Alpha version 0.7 released :)

04 October 2016

Highlights

  • New Campaign: Senseless Destruction:
  • New Campaign: Driver Training / new Map: ETK Driver Experience Centre
  • Pitch-shift audio during slow motion:

Physics

  • Improved Force Feedback calculations, better avoidance of vibrations for a given amount of smoothing
  • Improved the stability of couplers
  • Added object collision event reporting to physics core (used by scenario subsystem)
  • Improved stability of object to object collisions (heavy objects on trucks are stable now)
  • Fixed cooling logic for air cooled engines
  • Added burnEfficiency as a table for more accurate idle fuel consumption support

Gameplay

  • Recovery using blending now:
  • Ability to use different spawnpoints per level. The last used spawnpoint will be set as default
  • Added Home position functionality: press ‘ctrl+home’ to set a new home position (for current vehicle and session), and ‘home’ to go back to it. This is meant as a replacement for some of the side-effects of ‘ctrl+r’ and ‘i’ bindings.
  • Default shifting mode is now automatically set after user explicitly switches mode with ‘Q’
  • Camera paths
  • Multiseat will now be automatically disabled after closing the game (to help users who forget about the setting being enabled)

Vehicles

  • Added flatbed trailer
  • Added tanker trailer
  • Added skins and load for dry van trailer, which is now skinnable
  • Added more racing wings and splitters to various cars
  • Animated driveshafts on all cars which have a center driveshaft
  • Trailers: improvements to deformation, especially underride guard
  • H-Series: added off-road fender flares, added lifted springs for a cheap, simple off-road option, adjusted front suspension meshes to match geometry better
  • D-Series: added Border Patrol variant, added spotlights, added push bumper, fixed rear shock meshes protruding through bed on hard landings
  • D-Series/Roamer: added super heavy duty rear springs and shocks, added lifted springs for a cheap, simple off-road option, moved solid front axle nodes to better match location of front differential, adjusted front suspension meshes to match geometry better, minor changes to fuel tank and flammable nodes
  • Bolide: added new 350 trim level (below 350 GT) with softer suspension and different wheels
  • Covet: added Selecta skin
  • Pigeon: added 2nd channel UVs for skinning, added Flames skin
  • Moonhawk: frame can separate cleanly from body, door hinges improved, fixed rear axle beams breaking on hard launches with drag version, fixed some causes of instability in front end, radiator hoses now break fully in crashes
  • ETK 800: added Driving Experience skin
  • Miramar: fixed typo in Okudai G/W Skin, radiator hoses now break fully in crashes
  • Barstow: radiator hoses break fully in crashes
  • 200BX: fixed door panel missing
  • Grand Marshal: fixed not using auto calculated clutch torques
  • ETKI, Covet, ’88 Pessima, ’98 Pessima, Miramar: Improved breaking behavior of inter-part coltris for more reliable collisions (others still wip)
  • Grand Marshal, Barstow, Miramar, ’88 Pessima, ETKI, Burnside, Bolide, ’98 Pessima: increased fuel tank strength, made fuel tank damage more accurate on all vehicles
  • Kickplate: redesigned with new jbeam and visuals, now automatically detects vehicle speed and tries to compensate
  • Increased tire pressures on Semi and Semi Trailer tires for lower rolling resistance with heavy loads
  • Fixed duplicate beams on tire wall prop
  • Rollcage: Colormask support (can change color using the first additional color wheel)
  • Large Cannon: fixed bad refnodes, increased size of piston jbeam so vehicles do not get stuck in the sides, added auto-retracting after firing, fixed misfiring in slow motion, can now be fired using axes, not just buttons
  • Cannon: fixed misfiring in slow motion, can now be fired using axes, not just buttons, fixed particles emitting too quickly at slow motion speeds, added warning when attempting to fire for a second time
  • Added “Stabilizer Nodes” support to pressureWheels, to allow easier conversions from Rigs of Rods. Stabilizer node can be added in the wheel definition with {"nodeS:":""}
  • Fixed many various minor vehicle bugs

Terrains

  • Added new ETK Driver Experience Centre map
  • Utah: Minor adjustments to (fixed rocks, road positioning etc), fixed reduction mill
  • Industrial: removed checkpoint, improved sky settings
  • East Coast USA: minor improvements (roads, building lods etc)
  • Added multiple spawn points to East Coast USA, Utah, Small Island, Jungle Rock Island and Industrial (these will be displayed after single clicking the map)

Input

  • Improved parking brake (spacebar): it will guess your intention in most cases (parking vs drifting), eliminating the need to use the two old “Temporary” and “Permanent” parking brakes (still available in Controls menu).
  • Added initial support for modding of global and vehicle-specific bindings. More details here and here.
  • Improved bindings accessibility: all bindings can now be used, even when ‘Advanced Functions” is disabled
  • Fixed unintended vibrations in Logitech G25 steering wheel
  • Changed “previous vehicle” binding from shift+tab to ctrl+tab, since Steam already uses that combination
  • Regrouped and reordered all bindings list for easier location
  • Prevent creation of problematic bindings for right mouse button
  • Fixed lack of explanations when using using an H-shifter device while in Arcade shifting mode
  • Added mappable input actions for the cruise control (no default mappings)
  • Added direct set access for fog lights and lightbars
  • Arcade shifting into reverse should happen a bit later now, to avoid going into reverse while still braking
  • Added ctrl+L / shift+L to lock / unlock all couplers
  • Deprecated the “Free Look” binding (it was not used anywhere)

AI

  • Fixed AI unable to drive when user had switched the vehicle to any manual/automatic shifting mode
  • Improved AI route and speed planning calculations
  • Optimized graphpath shortest path algorithms
  • Bug fixes in the AI cruise control part of the App (unit conversions)
  • Refactored AI speed control API to work better with the AI app side
  • Augmented AI Implicit target Object selection (applicable to flee and chase modes)

User Interface

  • Translation basics (not finished yet), using our new web service: translate.beamng.com. (How to use them here)
  • Revamped Pedals and Axis UI app:
  • Improved the Force Feedback UI app: it now displays the numeric values:
  • Updated tacho2 to use UI unit system
  • Improved Scenario end screens
  • Fixed some cases where the UI would stop responding to mouse movement or clicks
  • Improved controller support for scenario start and end screen
  • Scenarios can now be started using Return and Throttle keys in keyboard, and A button in XBox gamepad (rather than Throttle axis)
  • Fixed transparent pie menu if only one item was present
  • Fixed non-focused vehicles showing their damage notifications on screen
  • Fixed pie menu not showing Configurations menu if a mod used different upper/lower case than the original vehicle directory name
  • Messages UI app can now show binding icons with the correct keys/buttons, rather than hardcoded plain text
  • Fixed Messages UI app randomly ignoring messages
  • Fixed Messages UI app randomly showing messages for longer than requested
  • Fixed damage notifications staying on screen after repairing the vehicle
  • Fixed binding categories order not being followed in the Controls menu
  • Fixed lack of explanations when using using an H-shifter device while in Arcade shifting mode
  • Trailers are positioned after the trucks in the vehicle selector now
  • Improved version display in main menu
  • Fixed aspect ratio of the preview thumbnails for the level selector and the vehicle selector
  • Better Position/rotation attribute controls in the editor
  • Debug Menu now updates it’s values if short cuts are triggered
  • Enhancement for gamepad users in selectors: info updates now when the tile has focus, not only on click
  • Simple Tree Option in Vehicleconfig: only show the dropdowns that have more than the empty and not empty option
  • Fixed camera issues in the garage
  • Improved scenario selector search bar
  • Fixed inability to close UI apps if another app was overlapping
  • Resized bindings panel to fit most of the important ones without word wrapping
  • Fixed various issues in BBcode parser
  • New locales format: flat, new translation service
  • Fixed search fields in Garage not always receiving keypresses
  • Fixed quickacces spamming the console if any module fails to load correctly
  • Added ‘Map’ and ‘Goals’ properties to the scenario selector

Audio

  • Implemented pitch-shift audio simulation when running in slow motion
  • Increased audible distance of vehicle sounds
  • countdown sounds added
  • “scenario complete” sounds added
  • user interface sounds added

Renderer

  • Added option for reduce the number of shadows rendered to increase render performance
  • Fixed imposter generator don’t use vertex color

Scenarios

  • Added new Statistics and Scoring system for use in scenarios and campaigns
  • Added ability to freeze any vehicle action (such as cannon firing) during countdown. More details here
  • Added slow motion during results screen
  • Added cameras to ‘Intersections’ scenarios
  • Added ‘Tanker Delivery’ scenario
  • Added ‘Corridor’ scenario

Misc

  • Added online mode basics: the initial base for all upcoming online features (leaderboards, etc).
  • Added cloud-settings, will be synchronized/stored on Steam account
  • New decal file format using json
  • Scenario creation: raceGoal syntax checker fixed, it was skipping checks for some vehicles
  • Outgauge / remote control app fixed up
  • Improved ingame download: now using lua to download files
  • Added some new features to the decalroad (work in progress)
  • Obsolete code and content cleanup
  • Scenario vehicle extensions (work in progress)
  • Camera shake basics

General Bugfixes

  • Improved game error dialogs: better help and support link
  • Improved Game crashes / inability to start game because of missing DLLs: will show better errors now and link to more help and support
  • Added Verify data to the launcher to verify the game installation
  • Fixed launcher not starting if msi.dll was missing or corrupted
  • Fixed LuaJit crashing randomly on file IO work
  • Fixed crash on invalid object field in world editor
  • Fixed possible crash when opening a replay recorded in a different map
  • Fixed recovery system forgetting rotations previous to any vehicle reload or reset
  • Fixed 3D Editor camera menus not always showing updated camera information
  • Fixed camera movement being fast-motion for up to several seconds after loading any level or vehicle (the period will now be much shorter)
  • Fixed camera being moved to level coordinates 0,0,0 after removing the last vehicle: camera will now be kept wherever it was before
  • Fixed several (harmless) warning logs when entering the editor
  • Fixed scenario failure screen ignoring messages specified by lua code, instead using the one defined in json
  • Bumped replay version: files recorded with previous versions will no longer be readable (this will continue happening until the replay system is stable enough)
  • Replays now also record changes to the five vehicle color slots
  • Added reminder on how to switch to the previous vehicle when spawning a new vehicle (binding has always been there, this just makes it more visible)
  • Observer camera can track any object of interest, not just the player vehicle
  • Orbit camera can now track an object using other reference nodes besides the default ones
  • Fixes on Broken truck and Delivery truck scenario
  • Fixed scenario changes on level leak to freeroam
  • Improved stability of “NoMove” goal on scenarios
  • Improved performance when debug long camera’s SimPath
  • Fixed performance issues with environment.lua
  • Fixed scenario’s waypoints when vehicle is changed
  • Fixed Quaternion default constructor on lua
  • Fixed Instability / memory corruption issues
  • Fixed JSON parsing context not working. Now displaying where the data it parses came from
  • Fixed loading the user selected default vehicle when that vehicle does not exist

Jbeam / Lua

  • Prop hiding support: allows the creators to hide props if a breakgroups is triggered
  • Fixed issues with vehicle names starting with the string “DIR”
  • Shortened vehicle initialization
  • Optimized mathlib (vec3 is faster)
  • Fixed driveshaft stopping rotating beyond a certain speed
  • Fixed chase camera jittering
  • Improved vehicle damage estimation calculations (used for scenario scoring)
  • Optimized Lua extensions: hooks perform better
  • Added support for vehicle extensions for scenarios
Instructions on how to update the game here.
Bug reporting/Help Thread here.

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