Option for smoother loading shouldn’t make it longer now, occasional crashes on loading fixed;
Show on screen now works properly, including negative coordinates or fullscreen;
Non-mirrory mirrors on other cars fixed;
Reflection cubemap messing up rendering order and causing some meshes to not be visible fixed;
Pinned app are no longer resizable;
Changed general settings during the race now won’t trigger full CSP reload;
WeatherFX: cloud shadows and cloud rendering fixed;
Navigators occasionally showing random mess on map fixed, also now work without GUI module enabled;
Major performance issue appearing on some GPUs as a strange FPS limiter fixed;
Crashes with car instruments module disabled fixed;
Heating effect not working properly without bounced light enabled fixed;
Meshes on distant cars disappearing too early fixed;
TyresFX now works in mirrors properly;
PBR shader with clear coat: dynamic lights fixed;
Exterior glancing head trajectory fixed to avoid clipping through the roof in some cars;
Accessible color now uses 32 bpp instead of 64 to help with performance;
Forced throttle and neutral gear button for keyboard input mode fixed;
Fireworks audio and visual fixed, now reflecting in cubemaps;
Arcade brake light traces: improved look, blending and behavior, optional position and size;
Crash with mouse steering on certain tracks with very short AI spline fixed;
Mirrors breaking and cockit switching to LR version with F6 cameras when other cars are close fixed;
TyresFX no longer breaks after session restart;
Inverted reflections (for example, causing black blobs on some tyres at night) fixed;
Disabled Load car names from JSON now affects new loading screen as well;
Brightness for local car cubemaps adjusted, template config fixed;
Local track cubemaps optimized;
Optional FFB fading in during loading is improved;
Issue with motion blur messing up blurred rims on switching fixed;
Objects inspector: click position fixed;
Better support for user profiles with non-latin symbols;
Shadow casting based on LODs now works with cars with fewer than four LODs, as long as last doesn’t have too many triangles;
Certain shaders not casting shadows with alpha blending mode fixed;
Deactivation of sun shadows occasionally malfunctioning is fixed;
Accumulation screenshots:
Cockpit details fixed, other smaller fixes;
Pressing Escape while previewing a shot in replays would no longer close AC;
Wipers in replays fixed;
AC would no longer crash if wheel or suspension nodes in car model are missing, or if some LOD models are missing;
Sparks and other particles colliding with car fixed, no longer getting removed below side mirrors;
Blurred rims shouldn’t look as bad with TAA enabled anymore;
VAO messing up exterior brightness with some cars fixed;
New driver tags don’t get stretched in VR;
Reflections intensity falloff for regular materials fixed once more, this time should work for all combinations of fresnelC/fresnelMaxLevel (mirrors were affected too);
Bounced light flickering around some cars fixed;
Custom VR mirroring: blurred background fixed;
Animated turn signals fixed;
Timezones fixed once more;
Optional automatic fix for controls order is more reliable, shouldn’t crash in those certain cases;
Dynamic textures no longer update if game is paused;
Static reflections no longer include dynamic lights meant for other things;
Dynamic shadows flickering on and off fixed;
A few issues with sparks visual and behaviour fixed;
Default WeatherFX script fixed to reduce greenishness;
SSLR reflecting things facing away fixed;
AC closes faster in Track Day mode, no longer generating those pointless results;
TyresFX: specify tyres pattern for certain tyre types in config;
New generic configs affecting all cars and tracks;
Extended physics for cars:
Option to use real mass online to improve collisions for heavy cars;
Options to redefine collision parameters;
Extended physics for tracks:
Option to use real mass for cars online;
Options to redefine collision parameters for different surfaces;
Option to use rigid collision between surface and car mesh colliders, to try and prevent cars falling through in some extreme cases;
Extended raytracing for advanced tyre collision detection uses fewer samples to speed things up;
INIpp: includes now can be optional, with expressions for file names, new functions to access and modify stuff that’s already been parsed;
New inputs for read() for car and track configs;
New parameter SHOW_IN_REFLECTIONS for track lights (please use it carefully, by default only lights with range above 10 meters is included to speed things up);
New filter keywords: insideWheel, insideSuspension for nodes, driverPiece, isTextureDefault:<texture name> for materials;
Car lights: tint for high and low beams;
Car lights and custom emissives: separate lag up/down, custom heating color and other parameters;
Setting set observeDigital 1 shouldn’t crash AC now;
Car debug app now shows aero fan forces;
Optional higher tessellation rate for flags, with tessellation applied to shadows as well;
New semi-transparent shadows mode: NORMALS, taking into account surface to attenuate sun light for grazing angles, great for bent glass;
CSP renders car window meshes late to ensure correct visuals: filter for such meshes now can be changed to include custom banners and such;
Objects Inspector app:
Select skinned meshes;
Surface normal in click point is shown now as well;
Extra tool to simplify creation of fake ambient shadows for tracks (click button … when nothing is selected);
Blinking pattern: new parameter BLINKING_OFFSET in seconds allows to specify a starting offset for the loop;
Track config parameter [WIND] IGNORE=… now affects flags as well, disabling new animation and tessellation;
New [WEATHER_FX] SKY_BELOW_HORIZON=… track config parameter allowing to specify how far below horizon sky mesh goes (1 for full coverage);
New track material [Material_Bale];
Photoelastic PBR glass now supports multi-emissives as well.
Python function ac.ext_loadIniFileAsJson() fixed, ac.ext_parseIniFileToJson() renamed to ac.ext_parseIniAsJson() (old name also works for compatibility);
New Python and Lua functions to get track’s coordinates, timezone and to check if WeatherFX is active or not;
New Lua functions: ac.getSoundSpeedMs() to get accurate sound speed, ac.getAudioVolume('key') to get audio volume level;
New thing for Lua functions in general: ability to access specially prepared structures with state of cars and more pretty much zero cost (currently in use by new mode scripts);
New WeatherFX Lua function: ac.setVAOExponent(gamma) to set gamma for vertex AO;
Lua audio events got a new pitch parameter;
Lua Debug App updated: copyable stored and debug values, clickable files in error messages (opening file at correct line for supported editors);
Standart Lua libraries now shipped in bytecode form to optimize loading.