Additional smoke-car collision check based on collision box rather than sphere;
Exhaust smoke;
Smoke from flames;
Smoke from the engine if damaged;
Smoke from overheated brake discs (all of that might need adjustments);
New input for track conditions: SPECTATORS (1 or smaller if amount of spectators is reduced);
New option for additional track audio events: BOUND_TO_SPECTATORS;
New TRANSPARENT_AS_BLACK blend mode: no blending, but transparent areas are drawn as black (for fixing existing models via configs; like Ruf Yellowbird);
Major update for PBR shaders, mainly thanks to docs for Filament by Google:
New and updated PBR textures;
Improved PBR textures application;
Metalness taken from alpha-channel of txDetail;
Improved energy conservation;
Fixed overly intense reflections;
Separate PBR cloth shader with sheen and subsurface color;
Simplified and more accurate clear coat;
Improved interaction with dynamic lights and vertex AO application;
Fix for blending normals;
Fix for DXT1/5 artifacts on gray textures;
Option to blur out txDetail to only use color, not pattern (and use pattern from PBR textures);
Interior masking mapping and brightness fixed;
Object Inspector app updated:
New layout;
Scrolling, sorting and filtering for material properties;
Copyable areas instead of copy buttons;
Texture viewer helping with setting up custom emissive areas;
Pushing force of extended tracing for tyres now uses a bit better formula;
Wipers animation works on cars other than focused;
Default wear speed for both Brake Disc FX and Tyres FX slowed down;
Temporal antialiasing making windscreens blurry from inside fixed;
SSLR being way too greedy fixed, now interior view on wet track should be more reasonable;
Grass FX:
Lazier updating to slightly improve performance;
Ambient shadows from cars fixed;
Refracting headlights mark surface as non-transparent and work with forced reflections for inside meshes;
Line light: diffuse concentration option works;
Car animations now work in distance;
Stencil for TAA improved, making it work per-object rather than per-material, should reduce TAA artifacts in interiors;
Improved light positioning for license plate lights (new parameters, MESH_FILTER_DIRECTION and MESH_FILTER_OFFSET);
Speculars for all shaders now reduce with grazing angles to get rid of certain artifacts;
New NormalizeAO parameter for car paints, set to 1 to improve the way AO from txDiffuse is applied (mainly for cars with AO in txDiffuse);
New CustomEmissive_AreaMask template for using four areas as a mask;