- Version ID: 1149
- Size: 47.2 MB
Changelog
Rain is not here yet, but it’s almost ready, its visual part is pretty much finished now. Just a few more things left. As for this update, mainly it’s a lot of fixes, but there are some new features too:
- New screen-space ambient occlusion mode, ASSAO;
- New shader for tyre grooves with improved look and oil spills for cars with broken engines (will be used automatically);
- New more accurate sky shader for Weather FX;
- Clutch is recorded in replays;
- Accumulation DOF;
- New photo app: slider for ƒ-number to adjust DOF intensity;
- Back to four wiper modes by default for modern cars;
- Maximum amount of lights working simultaneously is increased slightly;
- Better shadows for accumulation screenshots, with a bit of accurate distance-based blur;
- Tyres FX: reflection occlusion, to reduce reflectiveness under wheel arches;
- Option to start the race with throttle pedal, right trigger or associated button (in GUI section);
- A couple of options to improve FPS limiter behaviour (in General section).
Fixes
- SSLR blurring fixed;
- Refraction breaking after taking a screenshot fixed;
- Most objects turning black in certain places on some tracks fixed;
- Mirage and atmosphere distortion now don’t fade away that much with cars driving by;
- Fake car shadows now occlude SSLR properly;
- Fake Shadows FX fixed: no more weird offsets for wheels, no more missing shadows (hopefully);
- Weather FX issue with brighter sky in reflections fixed;
- Tyres FX fixed;
- Few issues with extended physics, including the problem with P13c, fixed;
- Reduced flicker with refraction;
- Clipping issues with Graphics Adjustments in VR fixed;
- No more offline cars on that new radar app;
- Issue with smoke rendered above windscreen without Extra FX fixed;
- Crashes and various glitches related to shader replacement fixed;
- Broken glass shader updated to make it less noisy;
- Issue with normal map with
ksMultilayer_fresnel_nm_ps
fixed; - New name tags function properly online;
- Few other performance and stability issues fixed.
For new content and configs
- Shader stFlow is now included thanks to @Stereo;
- Improved tyres shader with an option to use txNormal’s alpha channel as a roughness map;
- Now it’s possible to combine navigators, car stereos and analog odometers within a single mesh (a lot of new extensions for dynamic textures in cars are coming soon);
- New
FALLBACK_BASE_COLOR
andFALLBACK_IDLE_COLOR
options for custom emissives; - New
DEPTH_MODE
value,NORMAL_FORCED
, which can overrideREAD_ONLY
behaviour for transparent meshes; - ABS input for car instruments returns actual mode instead of simply being 0 or 1;
- Mesh filter keywords
alphaBlend:no
andalphaTest:no
now work; - New object filter keywords:
driverPiece:yes
for things within driver model; - PBR glass shader now has an option for blurring things behind it, great for edges on glass of open wheelers;
- Also, it now has an option for edge detection, finding edges facing a certain point;
- Masking pass (the one for colored glass) now works with windscreen shader;
- Normals smoothing now can be applied to physics meshes as well (normals don’t affect physics anyway);
- Minor navigator update with new controls and a new navigator theme
[Navigator_StyleNavitel]
; - Shader
ksPerPixelAT_NM
now has an option for light bouncing back; - Windows shader (with fake interior lights) got an option for a bit of distortion to its reflections and a small fix for when it’s viewed from above;
- Double reload on config change should happen less now;
- New
bannerMode
option forksWindscreen
, perfect for tinted glass or banners; - New
MOVE_IN_FRONT
option forNODE_ADJUSTMENT
; - A bit of backlit and boost for dynamic lights for trees and grass shaders;
- Carved look for new brake disks shader is more noticeable;
- New
ac.setGlareBloomLuminanceGamma()
function for Weather FX.