Skip to content 0.1.75
- Version ID: 1614
- Size: 52.83 MB
- Published: 2021-07-11
- 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.
- 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.
- 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.