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  • Version ID: 1614
  • Size: 52.83 MB
  • Published: 2021-07-11

Changelog

New features, options and improvements

  • AMD FidelityFX Super Resolution integration (works with either PP and FXAA enabled in AC video settings, or in VR mode with any configuration);
  • FXAA replacement options in Graphics Adjustments now apply to VR as well;
  • Option to save last 30 seconds of replay as a small clip with a shortcut (servers can also set an upload URL for those for more automated reporting);
  • Mumble integration for voice chat with positional audio with option to adjust scale in server configuration;
  • New way to animate wipers of most shapes and forms, doesn’t need to split meshes, automatically snaps them onto windscreen and more;
  • New Colorized Shadowing module for windscreen banners to cast colorful shadows and colorize ambient lighting nearby;
  • Interior reflections masking reworked, now applied to all nearby cars;
  • A bit of occlusion for driver model for enclosed cars, similar to Shadowed Wheels module;
  • With free camera, nearest car within 10 meters now counts as focused;
  • Limit audio option updated, now with proper fading and further optimizing;
  • Caching for precomputed CSP data (such as new fake shadows for cars) reworked, old entries will be removed automatically;
  • NeckFX: option for horizon lock to lock camera to track surface instead of horizon;
  • New module with tweaks for triple screen mode, allows to alter how image is split between three cameras;
  • Default normals textures for spectators redrawn properly, with updated shading;
  • Ghost car recorder saves its file immediately after a new record instead of waiting for session to end;
  • Digital displays for mirrors now optional, with an option for better LDR simulation;
  • Default WeatherFX implementation updated, with adjusted lighting and clouds, AIs now turn on headlights in time as well;
  • Option for simpler render style of new UI, to speed things up a bit for simpler GPUs;
  • Speculars in reflection cubemap are disabled to reduce flickering;
  • Debug mode for Origin Shift is removed to prevent people from activating it accidentally.

Fixes

  • Fake track shadows added in 0.1.74 now can be linked to meshes to disappear on certain layouts where meshes are missing;
  • Flying wipers on LODs of some cars and similar issues where animation breaks when applied to LOD are fixed;
  • Caching AC data to speed up loading breaking car skins fixed;
  • Cars with VAO looking too dark until VAO is switched a few times fixed;
  • Few performance issues related to IBL reflections fixed;
  • VAO gamma now applies to VAO samples affecting car brightness as well;
  • Driver Interview mode fixed (winning condition was missing), difficulty reduced, now working with track from assettocorsamods.net as well;
  • Digital screens shader updated for more accurate TN color distortion;
  • Boosted edge refraction for sides of glass is fixed;
  • Cars falling through ground on some rare tracks fixed (bug in 0.1.74);
  • After making an accumulation blur store, state of particles will be restored;
  • URLs in welcome message: parsing fixed, support for TeamSpeak and Mumble URLs, context menu to copy URL to clipboard;
  • Custom clip planes from Graphics Adjustments now apply with VR mode selected unless camera is inside a car;
  • AI flood: disabling colour randomization now works;
  • CPU cars heightmap used for detecting where the camera is fixed;
  • Origin Shift works with post-processing disabled;
  • Sped up reflections now work properly, no longer breaking on some tracks;
  • WeatherFX: occlusion estimation fixed, clipped clouds fixed;
  • TAA for refracting headlights fixed;
  • Default normals textures for spectators only apply to default spectators textures;
  • Horizon object detection improved to fix background glitch on some tracks;
  • Issue with things getting blurred on LODs switching fixed;
  • Virtual mirror breaking UI in certain combination of settings fixed;
  • Displays with cameras on tracks work with origin shift and show smoke, flames and fireworks;
  • Visual oil spills getting stuck fixed;
  • Crashes on exit fixed;
  • Speculars from dynamic lights on car paint shader fixed;
  • Few smaller fixes and optimizations.

For new content and configs

  • 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.

For new apps and scripts

  • 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.