Human surface material now can be set in car config;
GrassFX: option to adjust texture brightness in track config (for colored parts);
Variations of Highlands textures are removed to save space, instead for compatibility CSP will use a brightness adjustment for them;
Apps for track conditions and track occluders are removed;
Instead, they’re added as tools in Objects Inspector to stop cluttering apps list, more apps will be moved and added soon;
Fake track shadows tool is reworked, now it can link shadows to meshes and manage all the shadows at once;
Default specular multiplier for track lights is changed to 1 now (with tracks generic config);
New way to create digital instruments, displays [SCRIPTABLE_DISPLAY_...] scriptable with Lua;
New addition for cars, [EXTRA_SHAPE_...] allowing to create new geometry (for example, for Kunos cars missing some indicators or properly mapped displays);
New templates for easy creation of new displays and indicators with [EXTRA_SHAPE...];
New RESOLUTION_LIMIT option for dynamic textures, to make sure unusually set scaling wouldn’t make them too big;
New mode for digital screen material, VA matrix;
Navigators now can use car textures as loading logos (look at BMW M4 config for an example);
All other references to textures (in [SHADER_REPLACEMENT_...], for example, can use car textures too;
Parameter ALPHA_MODE for features using bending shader now applied correctly;
INIpp:
Macros in templates now can’t override values set by macros in main section;
New @GENERATOR_STARTING_INDEX parameter for templates used in generators to change staring index;
[PARTICLES_FX_EXHAUST_...]: direction is now optional, oriented backwards by default;
[MESH_ADJUSTMENT_...] and [NODE_ADJUSTMENT_...] updated:
Now work the same for tracks and cars;
Moving meshes to different nodes updates their vertices so they would be positioned in the same place, great to get mesh coordinates to match car coordinates;
SKINS filter now can use complex queries such as SKINS = '{ ( red?, green? ) & !?_matte }';
Visualize pits for currently active cars (loaded and not disconnected):
Toggle garage doors or animate them;
New track condition inputs to check if corresponding cars are present;
Split track mesh elements into separate meshes (increases number of draw calls, use carefully);
Shader stPerPixelNM_UVflow:
Parameters for UV multiplier and offset (bind offset to an animated condition for transition effect);
Parameter to use alpha-channel from txDiffuse instead of txNormal;
Parameter to clip out everything outside of 0…1 texture coordinates;
Hex colors in material adjustments now work;
Digital displays for mirrors: option to adjust the angle;
Wrongly set OUT values in lods.ini now fixed automatically to match IN of a following definition;
Masking pass now works with delayed render (great for colorful windscreen banners);
New interior cars material [Material_WindscreenBanner] with everything for windscreen banners, frames and so on for easy colored shadowing and RainFX integration.
Structures with state extended, containing a lot more data now;
Lua API generator rewritten, now ensures type safety and adds automatic conversions where possible;
Few fixes for Lua API (now vectors only equal to vectors and such);
WeatherFX:
New ac.setCameraOcclusionDepthBoost() value to adjust cubemap-based occlusion estimation;
New cloud material property .alphaSmoothTransition for adjusting alpha gradient;
Cloud properly .extraFidelity can be set below zero to blur pattern instead of adding an extra layer;
New modes:
API to draw UI moved from ac.ui… to ui.… (sorry about this, I usually try not to break compatibility, but it’s just been released and I think it’s better to fix this one sooner);
API to draw things in 3D-space;
Automatically generated definitions now include types.