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  • Skypack
    #89
    Update Changelog :
    SPOILER! Kattints ide a szöveg elolvasásához!

    Vehicle updates:
    Added vehicle: Ibishu Pigeon
    Global improvements to handling and top speed (tire tuning)
    Roll cage optional part added to Covet for Race and Rally models
    New Covet Sport as a factory model (+10 hp, sportier suspension and wheels)
    Added fender flare parts, engine variants, and 2 new sets of wheels/tires for Bolide to create 2 new factory variants (320 and 390 GTR)
    Adjusted shift points for all automatic transmissions
    Added 5-speed manual transmission to D-Series and Grand Marshal
    Enabled steel wheels for D-Series
    Recalibrated speedometers
    Revised torque curves for Gavril I6 and V8 engines (230 hp for the standard V8)
    Engine tuning stage parts added to Gavril V8 engines (stage 1 = 270 hp, stage 2 = 420 hp)
    Factory sport models added for the Grand Marshal and D15 using stage 1 engine tuning
    Added optional welded differential to D-Series, H-Series, and Grand Marshal
    Drift Missile variants added to D-Series, H-Series, and Grand Marshal
    Repaintable decals for the H-Series (put your own fancy logo on it!)
    Fix for brake lights only coming on at >50% pressure
    All gauges now glow when the engine is running
    Various tweaks, fixes, and improvements to all vehicles
    Revised some vehicle part weights
    New default colors
    Added flares and spotlights for all lights (incl. brakes and signals)
    Terrain updates:
    Improved road materials
    Improved textures
    Improved roads
    Improved terrain
    Improved lighting and color
    Improved sunflare effect
    Improved skybox texture for reflections (reflections now have greater contrast)
    Improved objects
    Improved shadow render distance (renders to 1600m now instead of 400, same closeup detail)
    Added a lot of detail to Small Island (tunnel, many new decals, more varied road surfaces, ditches, drains, etc)
    Added several new objects/areas to Grid Map
    Fixed suspension test object grabbing wheels on Grid Map
    Improved mud visuals on Industrial
    New objects and vegetation
    New Cliff map
    Small Island and Cliff can do proper day and night transitions now (for now the others use the old system still)
    Physics updates:
    The whole physics core was reviewed. Many fixes for the physics. Optimizations
    Around 25% performance improvement
    Faster collision subsystem
    Static collision optimizations: terrain objects are faster and reload quicker
    More stable and accurate collisions (fixed a lot of bugs - less shaking and getting stuck)
    Heightmap bugfixes and optimizations
    Improved 3D mesh performance
    Friction and ground model improvements
    Brake and parking brake greatly improved and extremely effective
    Fixed water density
    Engine reaction torque added
    Automatic transmission launch behavior greatly improved
    Realistic automatic transmission mode implemented (manual PRND21)
    Removed ability to manually shift an automatic transmission as if it were a manual
    Differentiation between automatic and manual transmissions added
    Removed auto-clutch while changing gears
    Added auto-clutch on stalling
    Increased wheel and beam limits
    Fixed physics-crashing problem with beams with 0 spring deforming
    Added warning for zero-sized beams
    More fault tolerant drivetrain initialization
    Spotlight fixes
    Particle fixes
    Added new prop mapping method
    Mud/sand improvement
    Increased accuracy of the physics core
    Added real-time gravity modification
    Added wind
    Added slidenodes
    User interface (UI) updates:
    New main menu
    Completely rewritten UI using HTML5 developed in an open source manner: https://github.com/BeamNG/ui (see also: more-work-on-everything)
    Modular and flexible customizable system with widgets
    Rewritten debug functionality
    General updates:
    Per-vehicle Lua system added
    New Lua mod extension system: hooks that vehicle's Lua can use
    Added RPC-alike call for vehicle Lua
    Added Lua functions getDirectionVectorUp, getBeamLengthRestRatio, inWater, setBeamLengthRatio, setBeamLengthRefRatio, getBeamLengthRefRatio
    Implemented vehicle-specific input maps
    New prop placement system
    Prop breaking via deformGroup added
    Added flares to spotlights
    Added more electrics sources for animated props
    Fixed some Torque3D terrain and vertex buffer locking crashes
    Improved performance of scene rendering (faster sorting of rendering objects)
    Added render distances for BeamNG vehicles
    Fixed crash on truck deletion
    Fixed crash on spotlight deletion
    Fixed crash report date/time
    Fixed up slow motion
    Improved triggers: rendering depending on distance, new trigger improvements (see Race-triggers-accuracy)
    Fixed Lua error levels being set at lots of places, now only once at system start
    Fix for particles disappearing randomly (see Little-Update-Particles-disappearing-randomly-Fixed)
    Improved particles and added normal force
    Added dynamic loadable prefabs: ability to change the level on the fly
    Fixed camera control inversion for interior vs. exterior
    Limited up/down camera movement - no more flipping over
    Camera focus fixes: use the right mouse button to rotate the camera
    Fix for most collision sounds being missed (was mistakenly using beam ID as node ID to emit sound)
    Tire rolling sound now only plays when a tire is contacting asphalt
    Fixed and improved tire slipping sound logic - now only plays on asphalt
    Xbox 360 controller input map reworked (D-pad is now used to operate signals, headlights, and hazards)
    Fanatec 911 Turbo S wheel input map improved/reworked
    Steering wheel now remains 1:1 on cars where it turns less than 900 degrees (for 900 degree wheel users)
    Removed Oculus Rift support
    Removed Skia (previous debug drawing method)
    Added benchmarking tool - test performance with multiple vehicles and output data
    Currently known problems that we are working on:
    GPU will still sometimes crash on some maps
    Flat tires are not really flat anymore due to the tire tuning we did
    Lots of other stuff on our bug tracker right now