Date Released
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Version Number
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Build Number
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Contents
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Steam Early Access: 0.9.0
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December 24, 2016
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0.8.0.1
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3494
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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
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December 21, 2016
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0.8.0
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3476
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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:
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
|
October 7, 2016
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0.7.0.2
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3053
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Hotfix for low quality settings crashing the game on some systems.
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0.7.0.1
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3049
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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, imporoved 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
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October 4, 2016
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0.7.0
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3036
|
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:
- New Campaign: Senseless Destruction
- New Campaign: Driver Training at ETK Driver Experience Centre
- Recovery using blending now: https://www.youtube.com/watch?v=PEzcAfLQWA0
- 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 (https://www.youtube.com/watch?v=UVJyqJcbvJ4)
- 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:
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. (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: https://www.youtube.com/watch?v=yZtlJsvAQBk
- 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
|
July 29, 2016
|
0.6.1
|
2748
|
Hotfix for the Hirochi SBR4 missing the hill climb parts configuration
|
2746
|
Physics: Fixed a crash to desktop when physics were paused for a long time
Vehicles:
- Added wood planks prop
- Miramar: Added skinnable 2nd channel UVs, including 3 new skins
- Barstow: Added wheelie bar, minor jbeam improvements
- ETKI: Added “Dreid” skin, added oil cooler, fixed rally struts causing physics crash, raised tow hitch to clear dual exhaust, minor texture/UV fixes
- SBR4: Fixed front brake mesh stretching when turning, increased suspension damping, added hill climb variant
- H45 Ambulance: Added license plate
- Rock Props: Added refnodes for more reliable spawning
- Sunburst: Unmirrored the window UVs
- Dry Van Trailer: Increased travel on the trailer feet, minor jbeam improvements
- Haybale Prop: Fixed bad refnodes for more reliable spawning
- Barstow, Burnside, 200BX, ETK800, ETKC: Improved behavior of inter part coltris for more reliable collisions (others still wip)
- Moonhawk: Fixed race variant using sport tires
- D35/H45: Fixed off road leaf spring breaking heavy duty axle
- T75: converted wheels to 16 rays from 14
- Covet: Fix hatch spoiler shaking
- Vehicles with rear doors/ramps: Standardized open/close binding to “o” for kbd
Replay System:
- Fixed replay spikes in the most common cases (not all of them)
- Modified replay save directory, they are now stored in replays/*.rpl
- Fixed memory leak of replay resources when deleting a vehicle
- Fixed possible crash if spawning a vehicle while recording a replay
- Bumped replay version: files recorded with previous versions will no longer be readable (this will continue happening until the replay system is stable enough)
AI:
- Added functionality to set and control (as fix speed or as a limit) the speed of the entire route planned by the AI
- Updated the app to facilitate manual route setting (above) functionality
- Bug fix related to offroad chase mode
- Added function (setAiPath) to scenariohelper to facilitate the usage of ai.driveUsingPath API to its full extent
Terrains / Scenarios:
- Added Downhill Rally scenario
- Improvements to Utah: roads, rocks and cliffs
- Changed scenario’s camera to use the “default mode” from option settings
- Changed scenario’s camera to remember last camera used between resets
UI:
- UI App editor no longer requires “advanced mode”
- Fixed UI apps freezing after opening empty file selector in Replay app
General Bugfixes:
- Vehicle will no longer go to manual shifting mode when shifting up/down for the first time (explicitly press ‘Q’ instead)
- Added log error for vehicle meshes without a material
- Added obj:getDistanceFromTerrain(node_id) function to vehicle Lua. This function returns the vertical distance of a node (node_id) from the heightmap
- Changed “Reload vehicle” action to basic function, will work without “Enable advanced functions” selected
- Vehicle configurations and replay files will no longer be moved when cleaning cache or updating the game
- Fixed a random crash when the game or computer is inactive for some time or when OS open some app/windows
- Fixed crash with Decals using broken materials
- Fixed crash on Forest with broken materials
- Fixed bug on Options – Antialiasing
- Fixed window size not set correctly some times at startup, making some shaders not work properly
- Fixed “auto place” of vehicles spawning on places other than the desired position
|
July 23, 2016
|
0.6.0
|
2707
|
Physics:
- Added experimental Replay System, allowing you to dynamically play back gameplay sessions using different camera modes.
- Improved overall stability of the physics core
- Added couplers, which can attach two nodes together into one
- Brakes now use both of wheel axle nodes for brake reaction torque if no brake “nodeArm” has been defined. This improves the behavior of brake reaction torque (on the brake pads)
- Physics core stops executing LUA when an error happens. Previously the physics core continued to execute LUA, spamming the log with error messages
- Triangles with zero drag and lift do not affect aerodynamics anymore
- Fixed a dynamic collision bug that appears when few nodes exist in the terrain
- Environment’s sea level temperature can be changed now in the physics core, previously it was hardcoded to the average Earth temperature (15 degrees Celsius)
- Fixed movement of spawning vehicles when simulation is freezed
Vehicles:
- Added new vehicle: ETK I-Series
- Added new dry van trailer, towable with the T-Series
- Added new bollard prop
- H-Series: Added new ambulance variant, weakened driveshaft, added new 5.5L V8, fix rear leaf spring shackle colliding with body, body panel rigidifiers weaker but not breakable now, to reduce chance of mesh stretching
- D-Series: Added optional trim and running boards, weakened driveshaft, added new 5.5L V8, made tailgate openable
- Roamer: Added optional running boards, weakened driveshaft, added police spotlights, added new 5.5L V8
- Grand Marshal: Added taxi variant, added police spotlights and antenna, added new 5.5L V8, added adjustable race suspension
- ’88 Pessima: Added vented hood, added widebody kit, added some aftermarket spoilers, added skin for “Custom”, more damping on rally suspension
- Moonhawk: Made lettering removable, weakened driveshaft, added “Race” variant with adjustable suspension
- Sunburst: Fixed skidplate making stock bumper deform, added some aftermarket spoilers, added front splitter, added widebody kit and “Hill Climb” variant, increased suspension damping for race and rally, lowered rear suspension roll center, strengthened some suspension parts
- SBR4: Fixed ABS not working, fixed speedometer limit, added widebody kit
- Added brake thermals properties to all cars
- Added brake pad choices to all cars’ brakes
- Replaced fake superchargers with real ones, using a new supercharger simulation
- Bolide: Increased suspension damping, more realistic engine inertia to help control wheelspin
- Barstow: Added roll cage, added skinnable second channel UVs, modified stage 1 supercharger to fit under scooped hood, fixed seat support beams
- 200BX: Improved rear suspension geometry to greatly reduce compliance steer with wide tires; “Demon” config has more stable handling now; more damping on base and sport versions, less anti-dive geometry in the front suspension.
- Covet: More damping for race/rally suspension
- ETK K-Series: Fixed some engine meshes being in the wrong place, re-added missing radiator tubes, added imperial gauges
- ETK 800 Series: Re-added missing radiator tubes, now defaults to imperial gauges to be more consistent with the other cars
- T-Series: Fixed front license plate being inside the heavy duty bumper, lowered fifth wheel, added coltris to cargo box for less object clipping, reduced brittleness of cargobox panels, fixed instability of cargo box floor *when rear doors opened, fix wheel hub/brake drum flexbody problem, tires have more direct handling but a bit less maximum grip
- Pigeon: Fixed stabilizer wheels missing/broken
- Improved ABS settings for better braking distance with anti-lock brakes
- Reduced radiator strength for most cars (they had become nearly invulnerable)
- Improved trunk flexbody spiking on cars with trunks
- Tightened gearing on rally configurations
- Separated small trailer and giant flail to their own separate vehicles, now attachable with couplers
- Fix wrong offsets on ETK F13 and Dreid RallyPro wheels
- Made classic-style lightbar properly breakable
- Removed clutchtorque values from all cars’ engines because the drivetrain simulation now auto-calculates a suitable value
- Removed nodeCoupling nodes/beams from all cars suspensions no longer needed with more advanced 3 point brake torque reactions
- Tweaked all carbon fibre materials to darker and smaller pattern
- Small Trailer: Suspension reworked, added support to use common wheels
- Cannon: Improved the firing method, it now works fine in slow motion. Made the overall vehicle heavier and more stable. Fire button remapped to “RB” on Xbox gamepad
Input:
- Some bindings changed: see PDF here for all bindings and here for changes
- Many debug bindings are now more consistently using CTRL combination key, to prevent accidental use.
- Added left-shift binding to increase camera speed (Relative and Flying cameras)
- Improved recovery system (INSERT): it now remembers the path even after reloading or resetting the vehicle
- Tweaked keyboard steering, you can now choose between Grip and Drift filters (in steering bindings), which should be suitable for more driving styles
- Fixed inability to invert mouse camera axes
- Fixed steering not working while radial menu is active
- Fixed buggy radial menu render while using flying camera
- Simplified FPS and Advanced Metric panels into a single binding (CTRL+F and CTRL+⇧ Shift+F) that cycles through both panels
- Fixed dragAI helper not working corretly for some car orientations
- Internal cameras now use the zoom buttons to change FOV
User Interface:
- Garage Mode: New game area featuring an improved parts configurator
- Mainmenu: you can go back to it now and better visuals
- Hotlapping app – App for measuring lap times for individual tracks
- Fixed AI Control app not always populating list of map addresses
- Added support for per-scenario UI layouts (add a “uilayout” key in the scenario json file)
- Fixed damage UI app mixing data from several vehicles
- Fixed flickering of UI apps in multiseat mode
- Added lots of hints to loading screen
- Fixed force feedback app not showing the full range of steering input
- Fixed G-Force UI app trail line being too long
- Fixed confusing gear binding names when shown out of context (e.g. filtered search)
- Fixed some binding conflicts not showing up
- Added vehicles as targets to AI Control
- Added smarter target selection for flee/chase AI modes
- Updated vehicle debug app with two new options (“Ignite node minimal” and “Explode vehicle”)
- Added extensive performance stats to all cars
- Improved UI reaction times in Modmanager (not the disabling and enabling of mods themselves)
- Implemented Hints for loading screen
- Added filters and data fields in vehicleselector, that change with unit change (e.g 0-100km/h vs 0-60mph)
- Improved the vehicle damage app
- Added new engine damage app
- Cosmetic changes to debug menu + disabling some options if they aren’t available
- Added reset button for ui theme
- Added reset button for app layouts
- Fixed warning about firewall blocking the game and making it impossible to connect to the android controller
- New consistant image, for content, that doesn’t have an image
- Added some Icons for xbox controller bindings
- User can choose, if his custom configurations should be shown in the vehicleselector now
- Slight cosmetic changes to help
- Fixed ingame benchmark (in help)
- Added ranges to filters in vehicleselector (e.g. value)
- Help now shows a Lavasoft warning
- Display aero/hydro-dynamic forces in the collision triangle debug visualization
AI:
- Optimized AI speed planning calculation
- Upgraded manual mode to follow a set of user specified nodes and the ability to set user specified speeds (user path planning).
- Implemented a race mode as part of the manual mode to loop over a closed circuit path for specified no of laps
- Optimized graphpath shortest path finding code
- Fixed bug related to isolated manual nodes (set as BeamNGWaypoints) in nav map
- Further improvements and bug fixes to the chase mode
Terrains:
- Polish work on Utah (improved road placement, rocks, etc)
- Fixed tree stump on East Coast USA having a larger colmesh than it needed
- Increased the lod of trash bins on East Coast USA and Utah
- Utah: fixed strange lod issue with tunnel, added missing materials for the reduction mill
- East Coast USA: Improved some AI roads
- Made the red water of Small Island more water like
- Added per level temperature curve based on time of day
Misc:
- Added confirmation screen when clearing cache, launching safe mode
- Added Lavasoft flag and incompatible OS flags for launcher
- Added force 64bit launch button to launcher when in 32bit otherwise
- Improved mod support for license plates
- setDefault vehicle – allows custom default vehicle
- Fixed bug with duplicated license plates using SteamID
- Fix nomove goal problem with old format scenario’s goals
- Fix Enable Competitive scenario conditions
- Smoothed tire skidding and rolling sounds, should be less twitchy now
- Added tire scrubbing sound effect
- Refactored map tracking to only use object ids
- Reworked and improved vehicle tracking, much cleaner and less error prone now
- Added support for meshes render using translucent zwrite
- Added reverse time for scenarios
- Small speedup of vehicle loading
- Tiremarks now stay visible much longer before disappearing
- Relative Camera mode: you can store and restore positions now (see pie menu)
- Fixed buggy quotes in chat app
- Automatically loading vehicle modules from the lua/vehicle/extensions/auto
- Added global variable detector: It warns if you add a variable in the global Lua scope.
- Optimized vehicle loading: loading all files into memory first to cluster disk access without delays inbetween
- Drawing a skeleton if no flexmeshes are present
- Renamed Lua extension callbacks to make more sense: init, oninit, onLoad > onExtensionLoaded, unUnload > onExtensionUnloaded
- Game ships with proper cached collada files now which should result in faster loading times
General Bugfixes:
- Fixed LUA serialization of float3 and Vector3F, added serialization of Quaternions
- Fixed a crash while using “Save level as…” in editor
- Fixed tire skidding sound delay: it should now be much easier to feel the tire grip limits
- Fixed conflicting output in OutSim when multiseat is used
- Fixed bullet-time progressive effect: first time an observer cam was triggered, the fade effect started from zero speed, rather than current speed
- Fixed inability to start scenarios when coming from the same level in Freeroam mode
- Fixed map data potentially surviving a level change
- Fixed launcher on Windows Vista without SP2
- Fixed crash on Material system when vehicles have invalid json files
- Fixed crash on Forest when render more than 10k items on a render batch
- Fixed raycast normals on terrain
- Fixed crash on vehicle spawn related to sounds
- Fixed crash when game windows is minimized for some time
- Fixed camera reset on change game options
- Fixed render artifact at the botton of flat surfaces
- Minor fixes on graphic options
Jbeam / Lua:
- Implemented realistic supercharger simulation
- Implemented basic thermal turbo damage
- Refactored Torque Curve App, fixed outstanding issues, overhauled visuals, added support for hybrid turbo + supercharger setups
- Fixed turbo RPM shooting up while shifting, due to faulty wastegate actuator
- Implemented much smarter ESC/TCS decision logic which helps keep control over the car in case multiple assistance systems are active at once
- Required clutch torque is now automatically calculated if no value is present in jbeam
- Fixed drivetrain bug with certain props where it expected ABS data to be existing
- Fixed deform/break group visualization if a beam was part of more than one group
- Added ability to poll scenario data from running scenario, for potentially dynamic displays in vehicles
- Tweaked cruise control to accelerate with a fixed maximum acceleration
- Added automatic indicator turn off
- Added advanced damping to node grabbing to make it more controllable
- More accurate measurement of non inertial G-forces on Z-axis, this improves engine’s oil starvation behavior
- Improved brake angular velocity sensors
- Added queueObjectLuaCommand (sends LUA commands to another vehicle), getNodeCount and getBeamCount functions to physics core
- Improved arcade gearbox engine RPM buildup
- Fixed drivetrain bugs that affected reverse gears
- Fixed bug with oilTemperature when no engine exists
- Tweaked spoiler jbeams for cars with spoilers
Known Problems:
- Missing vehicle props (steering wheel, etc) in garage mode
- Vehicles don’t spawn in the correct position in garage mode
- Render artifacts with vehicle spotlights
- Replay: Switching vehicles or levels may crash the game
- Replay: Recording broken after vehicles lose parts
- Replay: Audio and some visual effects not working
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Steam Early Access: 0.5.6.1
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