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  • Version ID: 1079
  • Size: 45.96 MB

Changelog

There is no rain in this build yet, still working on. However, there are some other new things:

  • Dynamic shadows;
  • HDR support (requires DXGI flip model and, most likely, adjusted PP-filter);
    • Now PP-filters can have two sets of tonemapping options, for LDR and HDR modes;
  • GUI:
    • Option to apply MSAA to original UI (if you have an app drawing aliased shapes, that should help);
    • New driver tags working in VR and mirrors (show blue and yellow flags);
    • New simple radar app with focus on performance;
  • Controllers:
    • New keybinding to shift to neutral gear quickly;
    • New clutch keybinding for keyboard input method;
    • Option for order fixing, taking into account instance GUIDs as well (again, update for Content Manager with those is coming);
  • Support for CSP-only servers in Content Manager (update for it is coming soon);
  • Regular sun shadows optimized a bit:
    • New faster rendering traversal;
    • No cars in third split;
    • Single draw call for remote cars using mesh from LOD D (with fallback to collider mesh if there is no LOD D);
  • Smart Mirror: optional subtle shaking for older cars on high speeds;
  • Smooth particles work in VR and triple screen with and without MSAA (but post-processing is still required);
  • New simpler refraction for new glass shader, works in single, VR and triple screen (post-processing is required), good for flat or too bumpy glass, much easier to set;
  • Fake Shadows FX: taking dynamic lights into account (good with dynamic shadows), plus additional fix for neon lights not working properly because of fake shadows;
  • Weather FX:
    • Option for sharper higher quality stars (sharpening and altered sampling);
    • Option for increased clouds fidelity;
    • Option for mirage-like reflections for especially hot conditions;
  • Extra FX:
    • Motion blur is applied after TAA;
    • Fog blur is applied after TAA, but before motion blur;
    • New heat distortion option for fog blur (combined with mirage-like reflections from Weather FX, both take fast moving cars into account);
    • Some optimizations;
  • Wiper modes reworked: from three modes on modern cars (intermittent, slow and fast) to just a single mode on very old cars, possible to redefine;
  • Wipers sync online;
  • New FFB tweak for more accurate calculation of FFB with MacPherson struct suspension by Stereo (applied to a few rare cars with a certain unusual configuration, wouldn’t affect Kunos cars);
  • New photo app option forcing flames on;
  • Broken glass shader reworked, now with a bit of refraction and custom parameters;
  • Optimized draw order and caching generated grids and payloads are now enabled by default, and default lights brightness changed to 100%;
  • New small tweak to hide driver model completely in first person view in VR, for cars with H-shifter (but still show it in rear view mirrors);
  • Support for Spotify desktop player for navigators (and new car stereo thing, check out Abarth 500).

Fixes

  • Extended physics sometimes physics thread to misbehave and crash to brown/pink screen fixed;
  • Live reload for extended physics causing all sorts of crashes or not applying any changes should be fixed;
  • Chunks optimization works now properly (before, it was always disabled);
  • Tyres FX: custom textures work in mirrors now;
  • Fake Shadows FX: issue with fog backlit fixed;
  • Windscreen FX raindrops (old ones) now shouldn’t these jumps when wiper state changes;
  • VHS filter works on screenshots, also, font is now shipped with CSP;
  • Nice Screenshots now shouldn’t use rotation for vertical aspect ratios with incompatible effects, plus an option to turn off rotation completely;
  • Sparks online disabled for now, need more testing;
  • Lights handling reworked to speed things up on tracks with thousands of those and fix that issue with them slowly coming on as camera jumps a long distance;
  • Now up to 12 cars can have their headlights mirrored instead in replays and such, instead of 4 as before (that looked horrible);
  • Analog clocks on tracks fixed;
  • New chat app: symbols from Latin Extended sets and Currency sets are supported, failed login should allow to try again, color changing should allow to cancel;
  • Track volumetric lights now can be wider, but that would make them shorter;
  • Orbit (F5) camera wouldn’t get out of focus now unless that new photo mode app is active;
  • Messed up glass backlit fixed;
  • Sky artifacts with somewhat extreme settings fixed;
  • Ground occlusion for tyres fixed;
  • Refracting headlights in rear view mirror fixed;
  • Weather FX: default script doesn’t mess up sun rays anymore;
  • A few smaller fixes and optimizations.

For new content and configs

  • New fur material for car interiors (might be a bit too expensive to use too often);
  • New car stereo thing for cars, showing current artist and track and source icon, or time, or some simple animation;
  • New properies to filter nodes, meshes and materials by (for making cars and track configs);
  • New MOVE_MESH_IN_FRONT_OF option for [SHADER_REPLACEMENT_…];
  • New FADE_FAKE_SHADOW option for car lights: set it to something like 0.8 for neon lights to reduce opacity of fake shadows when lights are on;
  • New [SMOOTH_NORMALS_…] adjustment for smoothing out normals of certain meshes (great for some Kunos tracks);
  • New bending shader for cars, with optional tessellation, used for:
    • Wipers bending to follow curvature of windscreen and reduce gaps: [BENDING_WIPER_…];
    • Side nets (next to side windows on some racing cars) shaking: [SIDE_NET_…]; can be used for antennas and such as well;
    • Shaking exhausts without any nodes rearrangement: [SHAKING_EXHAUST_…];
    • Wobbly meshes similar to wobbly bits, but without the need for skinning: [WOBBLY_MESH_…];
    • Please note: whole thing is pretty primitive, simply adding certain offset based on closeness to certain areas, without any rotation;
  • New conditioned animator for tracks, moving, rotating and scaling based on conditions;
  • Track displays: option to use actual track cameras, option to use Office-style placeholder;
  • Object inspector: local and in-car coordinates, scene nodes tree;
  • Colorful vertex AO is no longer supported, converted to regular one during loading;
  • Set custom wiper modes for cars: specify speed and delay between runs;
  • New Python functions to select a mode or check number of modes (old functions still work as well);
  • New wiper-related car inputs: WIPERS_MODE and WIPERS_PROGRESS (for animation progress);
  • New car inputs for turn signal without hazards: TURNSIGNAL_NOHAZARD_LEFT, TURNSIGNAL_NOHAZARD_RIGHT, TURNSIGNAL_NOHAZARD;
  • Adjust intensity of Extra FX bounced light in track config;
  • New DISABLE_WITH_BOUNCED_LIGHT option for track lights: please use it if you set light to act like fake ambient lighting;
  • New EXTRA_FX/DELAYED_RENDER_INTERIOR option for cars, to list meshes which should only be rendered after Extra FX in first person view;
  • Now INCLUDE_IN_CUBEMAP option of [SHADER_REPLACEMENT_…] wouldn’t mess with world detail level;
  • Shader ksMultilayer_fresnel_nm uses tiling fix and anisotropic filtration for its normal map now;
  • Occlusion behaviour for PBR shaders adjusted to work better with new OptiX bakery with bouncing light;
  • Grass FX: smoother mask for custom texture separating colored and non-colored areas;
  • Set list of heating areas for heat distortion and mirage effect with [HEATING_SURFACES] MESHES = … and MATERIALS = … (or CSP would try to guess);
  • New extended physics addition, speed limiter (fixed and static, meant for trucks racing).