Experimental Changelog

Experimental Changelog

From BeamNG
This is the changelog of the Experimental versions released from September 2014 to February 2015. For additional information on Experimental releases, please visit the blog at http://www.beamng.com/entries/101-Experimental-Alpha-Branch-available-now-on-Steam.
Date Released Version Number Contents
Pre-Race: 0.3.7.5
February 3, 2015
0.3.7.4

Features:

  • Engine sounds emit from engine nodes
  • New wheel type: PressureWheels
  • Collision triangles on PressureWheels
  • New in-game menu (WIP, subject to change)
  • New level selector without having to exit to the main menu (WIP, subject to change)
  • AI moved to HTML sidebar, also added new mode: keep distance

Bugfixes:

  • New “My Document/BeamNG.drive” Document folder behavior. (settings folder, less spam in cache folder, added screenshots folder)
  • Fixed crash to desktop on ALT+TAB (specifically on losing the device while locking a vertex buffer)
  • Fixes problems with custom levels using doublequotes as part of the description
  • Fixed crash to desktop in async shader generation
  • Crash when overwriting .DAE file. Exporting directly from Blender works again, and should reload the mesh dynamically again.
  • Improved D3D crash messages
  • Texture hot-loading failed. Overwriting it should reload the texture dynamically now.
  • Fix for electrics not working if the vehicle has no engine
  • East Coast USA and Dry Rock Island bug fixes
  • Fixed the parts config not working with the cursor
  • Improved window creation fallbacks when using multiple screens.

Content:

  • Hirochi Sunburst:
    • Minor work on fenders
    • Tweaked driver camera
    • More work on interior
    • Fixed 2.0 Sport trim engine bug
    • Scoop and strut bars added
    • ‘Sport’ front bumper added
    • Larger disc brakes for Sport S and above
    • Added a Rally variant
    • Added race spoiler
  • Revised light softness and shadow resolution on all cars
  • Gavril T-Series: Cab textures added, T65 cargo box upfit added
  • Industrial: More work on the racetrack, race barriers added
  • DXT5 compression on normal maps to reduce artifacting
  • Wheel and suspension tweaks on all vehicles
  • All vehicles now use PressureWheels
  • East Coast, USA: Bumpy bridges fixed
  • More UI work
  • Added a back plate and glass to the van cab
  • Added rear skid plates to the Covet
  • Global groundmodel tweaks
January 20, 2015
0.3.7.2

Bugfixes:

  • Fixes problems with custom levels using doublequotes as part of the description
  • Fixed buffer overflow causing multiple crashes

Vehicle Content:

  • Improved textureformat of normalmaps: less noisy
0.3.7.1

Bugfixes:

  • Fixed a crash when exiting the level editor
  • Fixed a crash when clicking OK on a parts selector dialog
  • Shading issue that was affecting most vehicles
  • Console spam when changing focus with FFB enabled
  • Electrics not working if the vehicle has no engine
  • Vehicle color affects others of the same type
  • Water camera effect happening outside of water
  • Pedals UI app having a heavy impact on FPS
  • Derby having no boundaries
  • Tree lod bug on East Coast

Vehicle Content:

  • New prop: Large Spinner
  • New prop: Street Light
  • Sunburst: Model, texture and deformation tweaks
  • Tuned pillar deformation on all cars to be more realistic
  • Added more power to the stage 1 engine tuning on the Gavril V8 engines

Terrain Content:

Features:

  • New level selector (WIP)
  • New options menu (WIP)
  • New parts configuration menu (WIP)
December 1, 2014
0.3.6.9

Bugfixes:

  • Sync with latest Torque3D upstream (lots of bugfixes, some minor new features)
  • More bugfixing on the new Scene Octree
  • Fixed lots of memory problems, errors and potential crashes, as well as used, uninitialized variables that were found during static code analysis
  • Fixed bug where objects rotation modified its scale
  • Changed default decalBias for fix DecalRoads render too high over terrain
  • 3D roads now have collision
  • Fixed crash to desktop bug on async shader compilation
  • Fixed userpath usage: now the file is called 'userpath.ini' and works well with relative paths. (Also added examples to that file)
  • Fixed some bugs on the XInput manager, improved xinput cache file format, added some default known controllers
  • Lua FFB code now knows about the attached devices and can get the config
  • Fixed invalid normals on 3D mesh loading
  • Improved D3D9 fatal error messages: Now they produce a messagebox and show it to the user instead of the game failing in some undetermined way.
  • More work on Force feedback, nearly usable now :)
  • Fixed simple gearbox app crashing the UI when no engine was installed
  • Loading screen loads first now, fixing the half-rendered loading screens
  • Fixed the new HTML part chooser
  • Fixed Bug 'Beamng enters infinite loop if .swp file is present in vehicle directory'
  • Fixed Bug #108: Restore driveshaft disabled status after user changes shifterMode.
  • Removed cleanup.bat script. Please delete your cache folder simply if you want to clean the cache.
  • Fixed Bug with red shifting in in grid map near big pipe
  • Fixed console spam when changing focus with FFB enabled
  • Fixed Input Test feature not working
  • Printing command line args to logfile as well for better crash reporting
  • New Vehicle Reset hook for UI apps
  • Slightly fixed up main menu links width
  • Drivetrain: Fix for rotators and Optimizations

Vehicle Content:

  • T-Series: fix for improperly mirrored fueltank coltris
  • Covet: Increased caster and SAI, work on toe out/in
  • Minor changes to the hamster wheel
  • Lua fixes for the cannon and angle tester
  • New ramp prop, useful for loading things on flatbeds
  • New prop: Metal Box, 100kg each
  • Added a bit more power to stage 1 tuning on Gavril V8 engines

Terrain Content:

  • Hirochi Raceway: Collisions working + terrain edits, new preview image, more textures added + objects, added collision to a lot of buildings + lod, minor improvements, start bridge, new lighting, start positions, checkered finish line, adjusted forest, road work, created checkpoints, terrain texture work, created new roadblock object
  • Fixed material case names causing errors on Grid Map, Hirochi Raceway, etc
  • Fixed water detail adjust for all maps except Dry Rock Island
  • Improved the town base on ECA
  • Updated UI Winds app

Features:

  • Vehicle rotation basics working: We can now spawn the vehicles with any rotation. Some minor usability problems are to be fixed in the upcoming days.
  • 64 Bit support basics added: We added support for 64 bit for Torque3D and it was quite some work to get 64 bit support working well with all the libraries and the new Lua integration.
  • Added little launcher that will launch the 32 bits (x86) or 64 bits (x64) version, depending on the operating system. The real binaries are now in separate folders as this is the only possible workaround.
  • Added internationalization basics to the user interface. Not done at all yet, still WIP (needs to use the steam language if available)
  • Lua basics integrated into Torque3D. We slowly replace the integrated scripting language with Lua.
  • FMod re-integration tests (not published, for internal testing only)
  • OpenAL sound backend integrated
  • Joystick absolute axis support for spacemouse 3D support (also input map added for that)
  • Mouse Cursor hiding: It hides itself automatically now if no activity is detected for a certain amount of time. This function is disabled for some special cases (cefdev, mainmenu)
  • Triggers now work with the new T3D Lua
  • New Thrustmaster TX F458 wheel input mapping
  • The console now defaults to T3D Lua, also improved support for the other languages in there.
  • Added Fanatec Base v2 input mapping basics
  • T3D Material selector defaulting to 100 materials per page, more materials per page possible now
  • Improved Wheel debug UI App
November 11, 2014
0.3.6.7
  • Fixed electrics not working.
  • Improved Force Feedback\n(disabled by default, not ready yet)
  • Fixed simple gearbox app crashing the UI when no engine was installed in the vehicle
November 10, 2014
0.3.6.6
  • Fixed user interface randomly not working.
0.3.6.5

Bugfixes:

  • Fixed 360 controller zoom buttons sticking
  • Fixed occlusion handler for the headlights shining through under certain conditions
  • Fixed several memory issues with the game
  • Fixed combo box render bug within the UI, renders correctly now
  • Fixed laggy main menu: reverted to older CEF version to use the software-only rendering which is a lot faster and easier on the CPU/GPU
  • Fixed filesystem file change notifications: working recursively now, removing the need for empty directories inside the cache folder.
  • Fixed 'Parts Configuration' dialog from always popping up when hitting ctrl+r
  • Removed BeamNG watermark logo from the bottom left corner finally
  • Re-encoded mainmenu videos to 720p for increased performance
  • Fixed bad video mode bug where the game's res could end up bigger than the current screen's resolution.

Vehicle Content

  • T75: Fixed stretching when certain parts fell off, lots of changes and fixes for deformation
  • D15: Textured flatbed trailer
  • Other minor vehicle tweaks and fixes
  • Hamster wheel now detachable

Terrain Content:

  • Hirochi Raceway: Added tents and stadium lights, added parking lot, added corner distance signs, improved roadside visuals by adding in lined edging to suggest maintenance + road materials, improved road barriers and rumble strips (rumbles aren't so high anymore), improved the lighting (the distance is more blue now, slight ambient changes as well), improved terrain and grass colors, more work on the details (more forest, decals, etc), improvements and texture additions
  • East Coast, USA: Minor adjustments and additions, improved the lighting (the distance is more blue now, slight ambient changes as well), fixed a heightmap issue (there was a sharp pyramid sticking out of the road)
  • Removed duplicate car on Small Island (it was sitting in the ocean)

Features:

  • New startup screen
  • Force Feedback basics, not working out of the box yet, might damage your hardware, try at your own risk. FF is currently always on for the first wheel and it might be inverted depending on your hardware.
  • Asynchronous shader compilation: reducing lag/halts when playing, funky material loading at startup now but reducing the loading times significantly
  • FPS limiter: Max FPS is currently hardcoded to 60 to allow a smoother gameplay experience, will be set-able later on.
  • Improve speed of generation for grass and other small objects when camera are moving: this fixes the microlag that occurs when driving fast.
  • New HTML GUI for options/settings (supports live changes) (WIP)
  • New CTRL + Space vehicle selector with filters and factory colors
  • Force Feedback Debug app: we wrote some helper applications that display the steering wheel position vs the applied force feedback
  • Lua integration into Torque3D for simpler controller binding workflow (just started with it, WIP)
September 29, 2014
0.3.6.3

Bugfixes:

  • Fixed camera rotation not working
  • Fixed CTD (Crash To Desktop) on GUI editor (F10) when exiting the game
  • Split Lua subsystem into a sync and async part to speed up the game

Content:

  • Added Cannon

Features:

  • Added Bootup logo and fading
September 27, 2014
0.3.6.2

Bugfixes:

  • General performance improvements
  • User Interface performance improvements: fixed several bugs in combination with new CEF version and using GPU accelerated drawing now
  • Tacho will now display either Auto or manual depending on current shift mode
  • Fix for issue 159: D15 small trailer 0 size beams
  • Fixed CTD (Crash to Desktop) on missing background fallback image
  • Improved Speed of the water reflection: only updating once per frame now.
  • Removed Lua performance tracking to improve performance
  • Removed banabench for now until we fixed the filesystem up again

Content:

  • Revised Main menu: Improved notification area and added updates info box
  • East Coast, USA: mostly minor fixes (improved water objects visuals)
  • Hirochi Raceway: more vegetation placed, some areas cleaned up (better road blending etc), updated signs
  • Fixed strange wind issues on some trees on official maps (community maps will need to be fixed by their authors)
  • Fixed collision mesh of ramp 2 on Grid Map
  • Now shipping temporary files within the levels for faster loading
September 23, 2014
0.3.6.1

Bugfixes:

  • Collisions with heavy objects are a lot more stable now
  • Rebalanced friction calculations, slightly differently now
  • Cull individual forest item for improved performance of render shadow pass (saves some ms per frame)
  • Fixed vibrations when changing simulation speed to slow motion
  • Fixed UI hiding: should hide properly now
  • Fixed lua split() discarding string parts (be sure to check if your lua script now behaves differently)
  • Fixed file system notifiers taking too much time: faster startup
  • Increased precision on UI update rate

Vehicle Content:

  • Hirochi Sunburst: Improvements on the suspension, added simple traction control, improved fuel tank and windshield wipers, CVT ratios, increased turbo power, tuning the driving characteristics
  • Gavril T75: Fixes on the engine and the radiator, improving stability a lot when crashing the front
  • Civetta Bolide: Collision fixes
  • Gavril D15: Less torsional frame rigidity
  • Gavril H-Series: Parkingbrake hydros added to H45 cargo box, less torsional frame rigidity
  • Added vehicle thumbnails for new vehicle selector (press Space)
  • Tire stabilization improvements on some vehicles
  • Tuned shift points for some vehicles
  • Fixed hamster wheel ramp and large tilt base having no collision
  • Reduced shakiness of large crusher (also removed duplicate example crusher)

Terrain Content:

  • Hirochi Raceway: Has collision again, more work on barriers, forest, added undergrowth, road and vegetation work, updated signs, texture work
  • Added cubemap to Grid, Small, Pure (vehicles now have reflections)
  • Improved collision mesh for Industrial bridges to prevent tire catching when breaking or sliding
  • Corrected some path issues for the rock material on Grid Map

Features:

  • LuaSocket is now completely integrated and always enabled. It has a security sandbox and can only connect to localhost and private IPv4 addresses (the previous command line switch is now obsolete)
  • The ingame UI now uses local:// instead of file://. That enables it to use the virtual filesystem and i.e. load preview images from inside zips. There might be some stuttering in the main menu which we are working on. (This was a huge undertaking to get working well)
September 9, 2014
0.3.6.0
Changes shown here are transcluded from http://blog.beamng.com/week-summary/ with minor edits.

Features:

  • Game will now start as fullscreen by default
  • Improved collision stability
  • We added fading to the ends of the roads, that makes merging them much easier.
  • We have our own IRC server now: irc.beamng.com : 6667 - it is linked to the old IRC server, so you will not notice much changes.
  • Lots of work on the virtual filesystem integration
  • Worked on a Frame limiter: it should cap the FPS so we get a more fluid gameplay experience (addition benefit: we can test and debug low FPS scenarios)
  • Worked on the new vehicle selector
  • Created proof of concept for new approach to input binding
  • Continued improving the input system. Nearly all controllers are well recognized now. We also wrote a little input visualization tool and finished the xinput UI integration

Content:

Bugfixes:

  • We fixed the Collada exporter up, so we could get the terrain 3D mesh to export correctly into a .dae file
  • Material switching bugs in combination with multidae: the signals, lights and breaking glass broke when changing parts on the vehicle
  • Fixed spotlights teleporting during the first two frames they are visible
  • Fixed up resources to work with case sensitive filesystems correctly
0.3.5.0[1]
This is an unreleased version of BeamNG.drive. Listed features were implemented as part of update 0.3.6.0 instead.
Changes shown here are transcluded from http://blog.beamng.com/progress-multi-dae-zip-support-and-lots-more/ with minor edits.

Features:

  • Multi-DAE support: it is now possible to load a vehicle from multiple .DAE files - this enables mods for the vehicles without the need to modify the original model
  • File system: Zip support, overlaying of files and folders: We are working on having the mods as simple zip files for easy exchange.
  • Greatly improved Heightmap Resolution (and thus physics resolution -> smoother drive)
  • Steam Store and Steam integration (i.e. the ingame steam overlay is working)
  • JBeam: Coltris can now define a groundmodel (so dynamic surfaces can have other friction parameters than asphalt)
  • Terrain block's groundmodel matching is now case insensitive
  • Dynamic Friction improvements
  • Stabilized water (When things hit water, they don't explode that much)
  • Increased core's accuracy
  • Core optimizations

User Interface:

  • Minor work on the JS
  • Added version information to the main menu
  • Improved SimpleEngineDebug, SimpleGears
  • Added SimplePerfTimers, SimpleTrip

Content:

  • Some tests with cloth
  • "Lots of vehicle and terrain work"

Bugfixes:

  • Trippy underwater camera effect never stops (underwater -> mainmenu bug)
  • Lowest lighting option breaking water
  • DeformGroups not working at all after implementing multi-DAE
  • T3D per level resource fixes: Brushes and terrains are now saved with the level instead of globally
  • Decals vanishing at certain angles
  • ScatterSky missing mieScattering field.
  • LOD for decalroad: they fade away now, increasing FPS
  • Crash in GFXD3D9OcclusionQuery: improved crash reporting and user message
  • Improved Crash reporting: now loaded dynamically to prevent the game not working when some Anti-Virus decides this file is not good enough for him
  • Buggy vehicle shadows with multi-DAE vehicles
Pre-Race: 0.3.4.0