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
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
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omg omg omg omg omg omg yesssssssssssssssssssssssssss
Thank you guys so much, you deserve this Christmas break! 😀
Damn! You guys have been busy! Thank you and Merry Christmas to you guys (The Devs).
Good job!!
This is an incredible update, thanks for all the hard work.
Amazing! You guys have really outdone yourselves, I'm really pleased with the direction BeamNG is going.
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