- 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;
- Wipers bending to follow curvature of windscreen and reduce gaps:
- 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
andWIPERS_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 = …
andMATERIALS = …
(or CSP would try to guess); - New extended physics addition, speed limiter (fixed and static, meant for trucks racing).