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Screenracer #5947 Nem mondanám, hogy leült a dolog, legfeljebb most egy másik terület került az előtérbe fejlesztés szempontjából. Ezek csak a heti buildek. És mostmár nem kell azt se találgatni, hogy melyik PS-re jön majd a CARS. Még az is elképzelhető, hogy WiiU-ra előbb jön majd ki, legalább is nagyon rágyúrtak. 
Build 492 (12/6/13, Senior Manager)
WiiU:
* WiiU GamePhysics library compilation fixes
* WiiU AppInput library compilation fixes
* WiiU Campaign library compilation fixes
* WiiU Environment library compilation fixes
* WiiU GraphicsEngine library compilation fixes/some stubs for livery texture paths
* WiiU AI vcxproj / AI library compilation fixes
* WiiU TextDatabase library compilation fixes
* WiiU SaveGame library compilation fixes
* WiiU Effects library compilation fixes
* WiiU Animation and Animation Toolkit library compilation fixes
* WiiU Camera library compilation fixes
* WiiU Replay library compilation fixes
* WiiU Scribe library compilation fixes
* WiiU configs added to main solution. Add WiiU debug,release and gold configs to all the project libraries with appropriate property sheets setup
* WiiU add App env props
* WiiU Rendering Structure/Shell vcxproj + BaseTest solution
Steam:
* Switched to Steamworks version 1.23a.
* Enabled Steam support in Aries. Implemented optional Steam-based authentication
* If Steam client is running, and the user is allowed to run the Steam build Project CARS, the Steam authentication details are sent to the server in addition to Forum login details. If Steam is not running or the user is not allowed to run Steam version of Project CARS, the game behaves in exactly the same way as before.
GUI:
* Changes button activation notification to happen on all forms of 'button on' actions
* Quick fix for list-in-list setting selection style
Bink:
* Added Bink and Bink2 v1.990c evaluation versions
* Bink: WiiU & PS4
* Bink2: PC & PS4
Tracks:
* Fort Felix: XML files viewer objects
* Azure Coast: Marina Lights added, added latest from james+fixed some gaps around the swimming pool+rascasse area+added missing bs polys to avoid issues with shadows when the sun is in very low position
Build 491 (11/6/13, Manager+)
GUI:
* Added session name to Pause Screen, and Race Overview Screen
* Fixed main menu bug which meant you could resume session from the Practice screens
* Fixed another main menu bug which meant the resume session button wasn't active after playing practice
* Fixed a bug which meant session saves were wiped if you played practice mode
WinGLSDK:
* Updated win gl to April 2012. Now includes 64 bit bin (DLL) and lib files. Cleaned out all unused files
Free Camera:
* Free camera initialisation changed to inherit far z limit from current view camera, to fix cases where switching to free cam resulted in odd popping of distant geometry
Steam:
* Disabled "conditional expression is constant" warnings generated from Steam callback templates
* Added Steam version 1.23a
Render:
* Particles update moved to renderer thred to avoid rendering of one particles state in two renderer frames. Rain rendering in car mirrors. GLBF_DontRenderInMain flag added
Replay:
* Moved all wheel based replay values to one bitmap
* Reduce range of wheel y movement captured to 25%
* Decrease brake glow compression by 1 bit
* Decrease wheel slip speed by 1 bit
* Increase wheel y by 2 bits
Physics:
* Ford Capri, BMW M1. New tire model Modal carcass + Flash tread including wear and heating. Some brake map adjustments to the Capri
Tracks:
* Azure Circuit: Moved free practice start to 1st garage, fixed mountain trees from James, added latest stuff from james, new emm dist building+new bg mountain/ from andrea, new rascasse hill with fixed stuff on it, walls-buildings, and new fountain/stairs
Build 490 (10/6/13, Senior Manager)
Render:
* DS6X runtime support (+ some Occulus init/shutdown code)
* DX6X support for Renderer and Appsupport
* Occulus Rift WIP (Manager class)
* Oculus Rift Distortion Shader quad rendering co-ords fix
* Add DS6X AA method (MainMenu GUI links and HDRMethods_Combine shader update)
Console:
* WiiU CRenderer stubbed implementation
* WiiU CShader stubs/WIP
* WiiU CTexture Class stubs/WIP
* WiiU CRenderTarget Stubs/WIP
* WiiU CLight full implementation.
* WiiU DOF/HDR/PP and SSAO stubs
* WiiU MeshPrimitive/Type stubs/WIP
* WiiU RenderThread Stubs/WIP
* Common Abstraction WiiU warning fixes
* Split internal async defs headers into per platform version for easier maintenance
* WiiU: Filled BEvent stubs
* WiiU: Filled some thread helper stubs: GetCurrThreadName, BSleep, BThreadCurrID
Replay:
* Guard against SetStartPlaybackSkipToTime() being called during playback
Plug ins:
* Uploaded version 1.7.1.0
Physics:
* Waypoint pointer in 64 bit format
Environment:
* WTC edit. Clear 4 changed to a version of clear 2 with more sun in emap to sumulate bounced sun light
* WTC tweaks to clear 3 (less yellow sun) and clear 2 (upped ambient)
Tracks:
* Fort Felix: TRD and AIW files
Vehicles:
* Ford Capri Group5: Textured CPIT setup for export, separated LODX/CPIT meshes
* Ford Capri Group5: Calibrated gauges, setup for gearstick, cockpit glow texture improved, added LODX support