Difference between revisions of "Early Access Changelog (2019)"

Difference between revisions of "Early Access Changelog (2019)"

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This is the changelog of the Steam Early Access versions released during 2019, although the first versions of this year are hotfixes of last year's 0.15 update, so they are instead included in that year's list.
This is the changelog of the Steam Early Access versions released during 2019, although the first versions of this year are hotfixes of [[Early Access Changelog (2018)|last year's 0.15 update]], so they are instead included in that year's list.
To see what is currently being worked on, please visit [https://blog.beamng.com/blog/ our blog] or the [http://www.beamng.com/forums/developer-section.170/ dev subforum].
To see what is currently being worked on, please visit [https://blog.beamng.com/blog/ our blog] or the [http://www.beamng.com/forums/developer-section.170/ dev subforum].

Revision as of 19:58, 16 August 2019

This is the changelog of the Steam Early Access versions released during 2019, although the first versions of this year are hotfixes of last year's 0.15 update, so they are instead included in that year's list.

To see what is currently being worked on, please visit our blog or the dev subforum.

See Updating the game for instructions on how to install an update.

Changelog Color Legend
Blue Blog Post or Future Release
Green Current Stable Release
Gray Previous Release
Date Released Version Number Contents
August 16, 2019

Rendering Engine:

  • Optimized vehicle rendering up to 2.5x faster for CPU and up to 10x faster for GPU
  • Optimized level rendering up to 1.3x faster
  • Reduced terrain memory usage up to 1GB in big maps like Italy
  • Fixed Material’s UV animation on Decals and DecalRoads
  • Fixed bug with Cubemaps that cause performance issues in AMD cards
  • Fixed bug with normals in Decals

World Editor 2.0:

  • Release of the Alpha, work in progress, version of World Editor 2.0 (toggle with F10)
  • This new editor offers better usability through improved tools and interfaces
  • It also features repositionable and dockable UI elements
  • Editing tools for Decals, Decalroads and Rivers, Shapes, Materials and a lot more


  • Released the Alpha, work in progress version of the Flowgraph Editor
  • The FlowGraph Editor offers a new visual programming language, which can be used to quickly and easily create scenarios, gameplay elements and more
  • Contains 9 fully documented demo projects which can be explored on Grid Map
  • Documentation can be found here


  • Implemented traffic system
  • Implemented basic police system within traffic
  • Added traffic setup and options to UI radial menu
  • Added functionality to smartly spawn in multiple vehicles at the same time
  • Added multi-vehicle spawner tool to World Editor 2.0


  • Autobello: Fixed ghost flares on type B fenders, made both types of signal lamps able to be installed together for realism, fixed steering linkage mesh streaking in crashes, fixed hubcaps inverting easily
  • Covet: Added more geometry to greenhouse, tweaked overall shape and proportions slightly to better match real vehicles, fixed front subframe mesh, added ‘Old Paint’ skin, updated ‘Vandalized’ skin
  • ETK K-Series: Adjusted emergency flashers position
  • ’98 Pessima: Improved upon subframe prototype from 0.16, subframes are now part of the suspension, further tuning. Adjusted position of pedals
  • ’88 Pessima: Tweaked overall shape and proportions to better match real vehicles, fixed widebody kit wonky shapes and rear half not being skinnable
  • LeGran: Tweaked overall shape and proportions to better match real vehicles, various geometry fixes
  • Miramar: Reduced roof height to better match real vehicles
  • Burnside: Reworked police and taxi skins to be colorable like Bluebuck
  • Hopper: Adjusted suspension strength for rock crawling, fixed streaking meshes on rollbar windshield bars, fixed wrong shifter on custom version, added ‘Carabinieri’ configuration
  • H-Series: Fixed floating racing seats, fixed racing seats clipping cab. Interior collision simplified so as not to interfere with external collision anti-clipping; cars should no longer become stuck in the side of the van.
  • SBR4: Fuel tank improved, retuned handling of hillclimb configurations
  • Sunburst: Improved spacing of front bumper nodes to prevent spiking
  • T-Series: Added “T75 Destroyer” config, Ram Plow configs now use automatic transmission, fixed hood cam flopping, added locking diff
  • Glass weight simulation for most vehicles
  • Glass panes now individually removable for Burnside, Moonhawk, Barstow and D-Series (more coming)
  • Reworked seat jbeam structures for most vehicles
  • Added antennas to offroad bumpers on D Series, H Series and Roamer and to the hood on the Hopper
  • Material files moved to new Json format, allowing multiple files for better modability
  • Updated Barstow Awful and Moonhawk Terrible presets: welded differentials and off-road tires
  • Pickup V8 diesel power levels retuned
  • All engine tuning parts changed to use expressions instead of fixed values
  • Engine braking torque increased
  • Separated door panels on Pessima, ETK800, ETK-K, Bolide, Miramar
  • Added force feedback strength multiplier to all vehicles’ tuning menu
  • Added brake force multiplier to all vehicles’ tuning menu
  • 205/75R15 All-Terrain tires added to 15×7 wheels
  • Tire grip tweaks to balance changes in tire friction physics
  • Changes to rally suspension tuning and rally setups
  • Changed spring perch design on double wishbone suspensions where the spring acts in the middle of the wishbone
  • Updated some vehicles’ configurations
  • Fixed an error in ETK-K brakes flexbodies
  • Implemented “hydraulic suspension” controller
  • Fixed Sunburst lightbar input action throwing errors if used on a configuration without lightbar
  • Fixed starter motor physics being stuck on in certain cases
  • Fixed combustion engine emitting “oil starvation” message if it was turned off
  • Added manual aggression override in vehicle controller
  • Electric servo device can now be controlled via an electrics value
  • Tweaked combustion engine block cooling effects
  • Brake thermal data is now exposed to electrics
  • Implemented dedicated engine starter events for engine and exhaust
  • Added particle effects for wood groundmodel collision, fuel tank rupture and improved mud splashes


  • New scenario: Field Run
  • New derby time trials: The Big 8 and Dirt Oval

ConsoleNG: A future proof replacement for the in-game console that is toggled using Shift+~ (Shift+tilde)


  • Scaled up the sound subsystem for traffic support
  • Various smaller performance improvements
  • Replaced generic reverb with directional, dynamic slap-back delay at specific level locations (e.g. dam in Italy or under bridges in West Coast)
  • Cone angle EQ on the exhaust now reduces to nothing over distance
  • More immersive ambient sounds for all levels with dynamic wind system
  • Updated ambiances for the improved levels
  • Fixed stopping sound sources on destruction
  • Fixed ambient sounds stopping too early
  • Fixed transitioning between soundscapes causing sound skipping – stop and start over again
  • Added restartable FMOD sound sources for cases when FMOD stealing kicks in
  • Improved Audio settings for max voices, including a message informing the user a restart of the game is necessary to apply the changes
  • New engine sounds for semi and bus
  • Hydraulic sounds for Bluebuck
  • Custom starter sounds for all vehicles
  • Pass-by whooshes (experimental)


  • East Coast, USA:
    • Improved graphical appearance of vegetation. Improved vegetation placement to open up the map for better driveability
    • Sawmill has been expanded to include storage areas and has had buildings renovated
    • New fishing village has been placed along the shoreline to add a point of interest
    • Gas station and convenience store have been renovated and area has had mechanic building added
    • Main town has received renovations with new building textures, road textures, utility poles, cables and much more
    • New offroad trails have been placed throughout the map
    • Firewatch tower, inn and combined police/fire station added to provide points of interest
    • Electric vehicle charging stations added
  • Hirochi Raceway:
    • Slight adjustments to racetrack layout for improved driveability
    • Layout adjustments to secondary roads
    • New offroad course for those who prefer to race off the tarmac
    • All racecourse buildings have received a facelift to improve their appearance and placement
    • New road-side items such as lighting, billboards and race equipment
    • Skid pad has been replaced with small derby track
    • New gas station and convenience store have been added
    • Upgraded vegetation
  • Derby Arenas:
    • Upgraded vegetation graphical appearance
    • AI paths placed throughout map
    • Minimap added
    • Added new track
  • Mod compatibility: kept art folder from before the updates to preserve mod compatibility
  • Grid Map:
    • Fixed licence plate colors, added 55-11 format
    • Added ‘Prepped Asphalt’ (Drag Strip) to groundmodels testing area.
    • Smoothed oval entrance ramps.
  • Improved West Coast USA AI navigation


  • Fixed incorrect friction calculation on DCT gearboxes
  • Fixed shaft electrics value causing props to spin at 2x speed (visuals only)
  • Removed upshift prevention on old automatic transmissions (it prevented upshifting with excessive wheelspin)
  • Reduced starter motor default torque and cranking rpmcber

Force Feedback:

  • Improved update rate estimation algorithm. It should now be harder to overload the steering wheel drivers, which was leading to severe framerate drops in a few cases
  • Added ability to use force feedback Response Correction Curves (see: steering wheel setup) with devices that don’t show up as steering wheels
  • Fixed the automatically detected update rate not being used on the first spawned vehicle
  • Fixed logs showing an inaccurate update rate

ScriptAI: Added checkbox to toggle paths preview


  • Added other vehicle awareness to AI. It’ll now try to avoid other vehicles by steering to avoid them or by adjusting its own speed
  • Added other vehicle prediction to vehicle awareness. AI will try to predict the future position of other vehicles
  • Improved AI’s high level planning
  • Improved AI’s behavior when deviating from the drive-line
  • Improved AI’s control when the vehicle under/over-steers
  • AI is doing its own ABS and TCS control now
  • Added dynamic friction sensing to AI
  • Added new AI traffic mode
  • Traffic AI will replan when it is blocked
  • Improved flee and chase AI

Game Engine:

  • Waypoints have a flag to be ignored by the AI (will not interfere with AI roads)
  • Increased maximum input capacity of old T3D in-game console
  • File system changes notifications now also work in the game folder
  • Added ability to increase/decrease the amount of visible tiremarks in Menu > Options > Graphics
  • Added option to save/load/reset the tiremarks in Menu > Environment > Tire Marks
  • Fixed game window freezing with a black screen when left in the background for some minutes (only when debug rendering was used)

Physics Engine:

  • Fixed ray casting to properly collide with Zero-plane if no heightmap is available
  • Added obj:getBeamVelocity(beamId) function, which returns the internal contraction/expansion velocity of a beam

Launcher: Fixed a bug where the launcher does not prevent you from using a user folder that is a parent of the game folder and vice versa

Mod Manager / Repository:

  • Print error and stack if modscript fails to improve diagnostic errors
  • Fixed inability to delete/unsubscribe from mods that are not in the missing list
  • Fixed mod manager initializing every time the UI reloads
  • Fixed bug causing mods to be re-enabled by moving them (e.g. /mods/example.zip => /mods/repo/example.zip)


  • Several improvements to ‘External’ camera behavior (e.g. it should now keep angles for a longer period, and other improvements)
  • Added ability to modify and reset the ‘Free’ camera (shift+C) field of view, using the traditional bindings (numpad5/3/9 and others)
  • Improved radial menu options of ‘Relative’ camera: fixed duplicated slots, improved the descriptions and other tweaks
  • Fixed the relative camera forgetting its location each time the vehicle parts are modified or when numpad5 was pressed
  • Fixed the trailer-specific camera crashing after LUA is reloaded
  • Fixed ‘External’ camera positioning issues when vehicle is underwater and close to the surface
  • Fixed ‘TopDown’ camera zooming out excessively if vehicle is spawned far from the map center
  • Fixed ‘TopDown’ camera not zooming out as the vehicle picks up speed
  • Added idCam, offset and rotation parameters to ‘Onboard’ camera Jbeam section
  • Fixed ‘Orbit’ cam resetting when changing vehicle parts
  • Fixed rotation irregularities of path camera
  • Made camera paths a lot smoother by fixing the underlying math


  • Navigation App: Roads with driveability lower than 0.1 will now appear in a different color, reduced chances of disappearing maps at certain angles.
  • Improved layout of graphics settings to make them a bit more intuitive to find
  • Added warning when very high reflection settings are chosen in Menu > Options > Graphics
  • Fixed inaccurate slow-motion speeds being reported on screen (even if the correct speeds were being applied)
  • Improved logs related to language selection and language fallback procedure
  • Updated some tooltips
  • Fixed various settings disappearing from Menu > Options > Graphics
  • Improved the message displayed when reassigning the default vehicle, automatically hides the vehicle selection menu too


  • Added a binding for each of the actions available in Radial Menu > Fun Stuff
  • Improved the naming of steering bindings in Menu > Options > Controls
  • Modified the Real Time binding: it no longer forces real time, instead it toggles between real time and the last used slow motion speed

Miscellaneous Fixes:

  • Fixed part selector not displaying anything if one jbeam variable have min and max equal
  • Fixed Lua websocket lib failing to require client
  • Added warning when unable to write at the regular user folder, forcing the use of a fallback path. Added warning when even the fallback is unusable, instead of silently refusing to start the game.
  • Minor performance improvements to nodegrabber and External camera
  • Added API to inspect a prefab from GameEngine LUA: ‘size()’ and ‘at()’ prefab methods (indexed from 0 to N-1)
  • Fixed rare crash during replay playback, happened predominantly when using modded vehicles, but might happen with any vehicle
  • Fixed Sphere triggers not triggering correctly due to being too small in the world octree
  • Improved JSon parser error messages when loading ill formed json files
  • Improved stress and deformation debug visuals
  • Minor performance improvements for decal roads in the editors
  • Fixed height calculation of decal roads when “over objects” is selected
May 23, 2019


  • Increased differential output speed limits and allowed override in Jbeam
  • Fixed jumpy behavior from torque converters when rock crawling or rolling backwards
  • Fixed Covet having incorrectly named differential parts
  • Fixed Barstow front wheels clipping into hub
  • Fixed electric batteries being able to massively overcharge
  • Fixed Burnside front left door glass using “chopped” door node positions

Mod Repository:

  • Added missing list to mod repository to not download missing mods on update all
  • Added download all missing mods button to mod repository


  • Fixed Semi hood camera moving around too much


  • Fixed Engine Audio debug app breaking on cars with old V8 sounds


  • Fixed wrong ordering during render of decal roads
  • Fixed missing woodcrate and woodplanks


  • Fixed UI process when run in software mode
  • Improved logging of UI processes for better diagnostics
  • Fixed outgauge coolant temperature using the wrong unit
May 9, 2019


  • ’98 Pessima: Fixed mesh spike from subframe, fixed subframe easily “peeling” when driving over rocks, fixed hood corners clipping, strengthened middle fender attach
  • Moonhawk: Fixed rear glass deformgroups, fixed trunk mesh spike, fixed default configuration spawning without differential, adjustments to fender deformation in response to feedback
  • SBR4: Fixed unreliable tail light deformgroup, fixed rear subframe mesh spike, fixed steering jiggle on AWD models when skidding at high angles with throttle applied
  • eSBR: Added a reversing speed limit. Added the ability to change the starting battery level in tuning menu. Fixed position of foglight flares, damaged taillight texture switching fixed, made tailllight and tailgate panels sub parts.
  • Covet: Fixed positions of non-stock steering wheels, fixed incorrectly named final drive, adjust rear view mirror position
  • Burnside: Corrected (A) in Leadsled configuration name to (M) to match the fitted transmission
  • Autobello: Fixed open diff torsionreactor
  • Miramar: Fixed node positions in rear roof area, strengthened middle fender attach
  • Sunburst: Fixed the CVT gear ratio oscillating at low game FPS, changed shifting behavior to upshift more quickly after releasing throttle. Improved flexbody *behaviour of front bumpers. Fixed typo in Sport S (M) config causing it to have the wrong fender
  • Hopper: Fixed off road light housings becoming transparent when breaking, adjusted rear trackbar setting (default and offroad config)
  • Pickup/Roamer: Fixed incorrectly named front final drive gears
  • Semi: Improved the 5th wheel plates so that they dont clip through the frame when vehicle collision is disabled
  • ETK K-series: reverted accidental orbit camera changes
  • ETK 800: reverted mistaken camera changes
  • Door flexbody spiking improved for: Pickup/Roamer/Van, LeGran, ETK I, Grand Marshal, Sunburst, ’88 Pessima, ’98 Pessima


  • Italy:
    • Fixed wood bench normal
    • Deleted the petrol station in Città Vecchia
    • Fixed low balconies
    • Improved Fastello port colmesh to prevent tire popping
    • Removed some grass on the road
    • Removed duplcate sign
    • Added AI roads to Portino and the Norte port
    • Updated terrain to improve Portino
    • Fixed floating decals on port
    • Updated minimap to include the new village of Portino
    • Fixed no texture on time trial starting line
  • ECA: Fixed decal over mesh in ECA Street Course and Street Stage time trials


  • Added a simple live tuning app for engine sound (Ctrl+F9)
  • Added ECS/Tc apps (Ctrl+F9)
  • Added option to enable experimental render of UI with GPU
  • Fixed lua error when a coupled vehicle has been replaced
  • Fixed DecalRoads not updating
  • Fixed opening save/load window of Track Builder crashing the game
  • Fixed Procedural Tracks not working
  • Fixed multiseat camera not working properly when exiting multiseat
  • Performance Graph:
    • Metrics is recorded all the time, pause the physics to pause the recording
    • Fixed bugs for GPU graph, latest value would always be wrong (eg: PostFX time would be smaller on current frame)
    • Fixed displaying frequency of CPU twice (Intel already include stock frequency in the name)
  • Launcher: You can now reset your userpath if the launcher or game is throwing error
  • Tasti-Cola delivery scenario now uses default UI layout instead of custom single checkpoint scenario layout


  • Added roll off adjustment curve to exhausts, adding 8db of gain over 100 metres
  • Added additional roll off adjustment curve to unmuffled exhausts, adding 2db of gain over 100 metres
  • Added roll off adjustment curve to main impacts
  • Cabin filter is now more muffled


  • Small optimizations of physics core
May 3, 2019

Hotfix for the game not loading properly for some users, who see only a black screen rather than the game's user interface.[1]


Italy Level:

  • The map has received a new hospital, fire and police stations
  • The castle and fortress have been updated
  • Small trails have been added throughout the map for more offroad fun
  • The airport building and surroundings have been renewed and more detail added
  • Portino village has been added as a new location
  • Petrol stations and electric vehicle charging stations have been added
  • The port area has been updated
  • Some rural areas have had their walls renovated or removed
  • Boats in the water on shores now have animation to rock on the swell
  • Added beach access across the map
  • Added small ports to the two towns by the ocean
  • Added entering/exiting signs to all named locations
  • Added level of detail and collision meshes to several buildings that missed them in the initial release (mainly industrial structures)
  • Improved some object meshes (such as details on trees)
  • Some minor improvements to materials to reduce tiling
  • Fixed various bugs such as floating trees, bushes, signs
  • Fixed some collision meshes that were eating cars and others that missed them entirely
  • Fixed some collision meshes that gave problems
  • Added decal roads on road borders to the small villages
  • Fixed Portino village town base to better fit with terrain
  • Corrected signs directions to cities through the map


  • eSBR: Added new, electric variant of SBR4
  • Tweaked body shape of all the following vehicles: Moonhawk, ETK 800, H-Series, Roamer, Sunburst, Covet, and Miramar
  • D-Series/H-Series/Roamer:
    • Added 6.0L diesel V8 and diesel 5-speed transmission options
    • Added more configurations.
    • Dually wheels converted to actual dual wheel structures.
    • Increased engine crash strength.
    • Reduced rigidity of frame and body/bed attachment to allow more frame flex
  • Hopper:
    • Added off-road bumpers, bumper mounted spare tire carrier, and rock sliders to “Custom” variant
    • Reduced strength of body and frame.
    • Increased spare tire mount rigidity.
    • Improved skid plate structure.
    • Converted steering to use torsionHydro beam.
    • Increased engine inertia
  • T-Series:
    • Added ‘Heatshield’ sub-part to ‘Exhaust stacks’
    • Added 4 exhaust variants and 3 heatshield variants
    • Added ability to install a single exhaust
    • ‘Exhaust stacks’ are now a sub-part of the engine
    • Left and right exhausts are now merged for easier tuning
    • Added more configurations
    • Converted steering to use torsionHydro beam
    • Fixed front hub mesh stretching in crashes
    • Fixed axle inter-shaft breaking when the rearmost axle droops
  • Sunburst: Added widebody quarter panels/doors/fenders/bumpers for all AWD models (FWD models are narrowbody), tweaked CVT behavior
  • Miramar: Moved seating position towards center of car, adjusted front bumper and air dam so they no longer conflict, improved deformation, increased race engine inertia
  • ETK K-Series: Added colourable ‘Sport Trim’ part
  • Box Utility: Revisited textures. Fixed minor UV map issues
  • Added glass weight (200BX, Autobello, Barstow, Bolide, Burnside, Covet, Hopper, LeGran, ’88 Pessima, ’98 Pessima, SBR4, Sunburst; other vehicles still WIP). Removing glass from the body now saves weight
  • Added final drive gear ratio parts for all vehicles for more customization potential
  • 200BX: Increased CG height
  • Autobello: Improved exhaust tip rigidity. Reduced likelihood of fuel catching fire
  • Barstow: Improved deformation. Narrowed suspension track width
  • Bolide: Fixed hood wobbling while driving. Added shorter final drive for base model. Added quick ratio race steering
  • Burnside: Improved deformation. Reworked/simplified body mounts. Fixed suspension instability with some wheels. Increased radiator effectiveness
  • Covet: Decreased curb weight by 40kg and increased CG height
  • ETK800/ETK-K: Increased I6 inertia, reduced engine torque at less than 1000rpm, fixed ETK-K not having a transfer case mesh, changed exhaust tip configuration
  • ETKI: Increased CG height
  • LeGran: Fixed rear sport drum brakes showed as disks
  • Moonhawk: Improved deformation. Reworked/simplified body mounts
  • ’98 Pessima: Overhauled/optimized structure, separated front and rear subframes, improved deformation
  • Pigeon: Added friction to stabilizer wheels, improved stabilizer wheels and mounting, fixed vehicle damaging itself on spawn
  • SBR4: Improved deformation, added shorter final drive for base model, reduced engine inertia, added new interior skins
  • Reduced wobbliness of intake snorkels
  • Added more peak grip to race tires
  • Converted all vehicle swaybars to use torsionBar beams
  • Use dampCutoffHz in all suspension dampers
  • Changed all vehicle bumpstops to be deformable when landing hard
  • Changed all vehicle bumpstops to use new more accurate positioning method (precompressionRange)
  • Added torsionBar beams to steering arms to improve steering rigidity
  • Minor changes to suspension tuning for all cars
  • Reduced compression stiffness of many tires
  • Changed some part descriptions for better naming consistency across all vehicles
  • Fixed instability with high tire pressure on Ibishu alloy wheels
  • Fixed specular creating errors for German and Italian license plates caused by missing sprite
  • Small fixes to roofrack part textures
  • Tweaked ‘mirror’ material for better visibility
  • Fixed vehicle lights not turning off when they are broken off
  • Fixed ESC/TC not working correctly with vehicles that have more than 4 wheels
  • Improved friction caused engine lock detection
  • Improved combustion engine braking logic
  • Only automatically restart stalled engines if the throttle is pressed
  • Fixed launch control not deactivating correctly in some cases
  • Fixed clutch thermals not being able to be deactivated
  • Changed differential friction to act on input rather than output
  • Improved damping calculation for locked differentials
  • Increased damping in clutches
  • Added input actions for changing ESC modes up and down instead of toggle only
  • Reduced runtime memory allocations of vehicles. This reduces micro-lag spikes
  • Implemented advanced jbeam value merging strategies:
    • Start a jbeam key with $+, $*, $< or $> to enable addition, multiplication min or max instead of outright overwriting a previous value (only works for simple key:value pairs where the value is a number)
    • Example: use “$+mainGain”: 10 in a subpart to have an already existing mainGain value from a parent part be increased by 10
  • Reworked ESC/TC logic for an improved TC behavior with AWD and under cornering
  • Adjusted jbeam parsing logic to exclude “information” table from merging strategies
  • Added recuperation logic to the electric motor device
  • Updated automatic vehicle testing to work with multi-engine vehicles
  • Created different motors, batteries and ESC/TC configurations
  • Implemented specific control logic for electric cars that is able to handle any number of motors


  • Engine and exhaust sounds are now split
  • All new sounds support a dedicated muffling parameter that changes the overall impression of the sound
  • Exhaust muffling is dynamic and changes accordingly when the exhaust breaks or is unequipped
  • Location of the exhaust sound emitter chnanges based on where the actual end of the exhaust is
  • Engine and exhaust sounds now use a dynamic equaliser based on camera position
  • 5.1 surround sound support
  • E-SBR engine sound
  • I4, I6 and V8 Diesel engine sound
  • Implemented scrape audio system
  • Scraping vegetation produces sounds
  • Implemented physics based sequential and manual transmission gear whine logic
  • Improved transmission whine, input/output/reverse, with gearbox rattles for sequential gearboxes. Reverse transmission for manual gearboxes, forwards to come later.
  • New aero sound
  • New engine explode sound
  • New distance attenuation settings for all vehicle related sounds
  • Fixed lag for UI sounds
  • Fixed continuous loop of church bells on Italy map
  • Memory and performance improvements
  • Reworked vehicle interior filter
  • Fixed leaking interior sounds
  • Implemented a simple live tuning app for engine sounds (imgui)
  • Fixed cockpit audio filtering not applying correctly at high driving speeds
  • Upgraded FMod to 1.10.12


  • New Port Gymkhana time trial in Italy
  • Added Tasti-Cola Delivery scenario
  • Added Electric Hypermilling scenario
  • Tweaks and improvements to all of the time trials (Slight layout changes to : Jungle Rock Island Dirt Stage 1, East Coast USA Asphalt Stage 2 and Street Stage 1)
  • Ported Automation Test Track Dam Climb time trial to scenario
  • Fixed “Hustle And Bustle” first mission ending unexpectedly when un-pausing the game
  • Fixed special camera setup for specific campaing scenarios
  • Fixed scenario blacklists failing to exclude actions
  • Fixed UI not working as intended for vehicles without configs like the Cannon
  • Fixed objects leaking during a transition from one scenario directly into another scenario


  • Physics core optimizations improved performance by up to 10%
  • New implementation of Lua garbage collection managing subsystem of physics core, this reduces micro-lag spikes
  • Optimized CPU and memory usage of physics core’s static collision subsystem
  • Optimized CPU performance of physics core’s raycasting subsystem
  • Improved orchestration of dynamic collision subsystem’s thread scheduling
  • Increased friction on wet asphalt
  • Added scrape sound subsystem into physics core, it filters and aggregates scrape sound events
  • Increased accuracy of physics core object positioning subsystem. This affects positioning accuracy of objects that are far from level’s origin point
  • Wheelspeed data is now calculated at 2000hz, giving much more accurate data
  • Added obj:getGravityVector() function which returns gravity’s vector
  • Added obj:sendRPMLeds function and removed older obj:playRPMLeds function
  • Improved particle emission filter

Game Engine:

  • New implementation of Lua garbage collection managing subsystem of game engine (same as in physics core), this reduces micro-lag spikes and could provide up to 5% better framerate
  • Various other performance improvements to the game engine
  • Fixed default user path check failing when it doesn’t exist
  • Fixed FS:findfiles not handling non-standard mounting points
  • Performance graph: Added new custom imgui graphs, json and csv file export ability. Optimizations reduced CPU load by up to 50%
  • Fixed FS:findfiles not handling none standard mounting points
  • Added “getClipboard” function (complementing the existing “setClipboard”)
  • Nodegrabber sphere size can now be tweaked using be.nodeGrabber.renderSize
  • Fixed broken camera system when switching cars after reloading LUA
  • Fixed fully hydrolocked engines not displaying a message on screen

Graphics Engine:

  • Preload material permutations to reduce stuttering during gameplay
  • Integrated CEF GPU rendering
  • Fixed direct lighting for translucent materials
  • Fixed render timers used for performance graphs
  • Text render improvements in various vehicle debug modes

User Interface:

  • Tweaked road colors in Navigation app for better visibility


  • Made “Look Back” instant and “hold” instead of “toggle”
  • Fixed chase camera having incorrect offset when changing vehicles


  • Added save/load functionality to Script AI Manager

World Editor:

  • Added “Snap To Terrain” Forest Editor brush
  • Fixed T3d::PathUtils::getUserPath still using defaulting path (may have fixed some issues regarding paths)
  • import/export holeMap, resizable import terrain window, fix export/import terrain flipped Y axis (use only flip if it’s file exported with previous version)
  • Fixed crash when using more than 32 material layers on terrain, added message to not go over the limit of 254 layers
  • Fixed materials texture animation when using Material Editor
  • Fixed hidding of TSStatic and Forest in the Editor
  • Improved integration of Imgui when used from multiple threads


  • Fixed graphics corruption during replay playback if a vehicle had lost parts and was then reset or recovered
  • Fixed missing replay audio, skidmarks and other details when the computer cannot keep up with the requested playback speed


  • Added player number labels to the Options > Controls > Hardware menu when multiseat is enabled
  • Added input controller identifiers next to multiseat tags
  • Improved default Logitech G920 force feedback settings
  • Slightly more robust force feedback updates


  • Moved ESC/TC debug apps to imgui
  • Launcher now writes dates in ISO 8601 format (YYYY-MM-DD)
  • Improved banana bench vehicle placement. Vehicles are spawned on the ground level now so they are not slamming down from a height. This has reduced a little bit banana bench scores
Steam Early Access: