Skip to content 0.2.4-preview1
- Version ID: 3045
- Size: ??.?? MB
- Published: 2024-05-14
- WeatherFX: option to increase conditions limits allowing for controllers to set temperatures and wind speed outside of safe ranges;
- New experimental option in General/Development (at the bottom) enabling instant replays online;
- New apps switcher appearing with Ctrl+Tab (Tab button no longer shows leaderboard if any modifier is pressed);
- New taskbar: desktop icons are replaced with previews (use settings to select icons instead if needed);
- Default WeatherFX style:
- New upper clouds layers;
- Falling stars at night (pretty small chance to see them though)
- Auroras look slightly improved;
- All extra effects are now optional;
- Physics experiments:
- Early collider activation is enabled by default again, this time much safer and uses number of wheels touching ground instead;
- New experiment for tweaking car collider meshes: makes sure early collider activation won’t have any problems like before;
- New experiment for expanding collider boxes vertically: decreases changes of a box phasing through the ground and, as a result, whole car passing through if falling flat;
- New experiment for smooth transition to 0° steering angle when AC is paused (to make sure nothing would break because of sudden change like that);
- Radio update (in case you were missing music in AC, thanks to badradio.nz for the idea):
- List of stations and the actual playback are now handled on CSP side, while Lua scripts can connect to it and control things;
- Default list of stations updated, including more up-to-date ones;
- CSP uses advanced API provided by radio.co and laut.fm to collect extra information about currently playing music;
- Android Auto: playback moved to CSP side, support for new features such as album covers and track info (if available);
- New Internet Radio app on App Shelf: automatically resumes playback on launches (optional, enabled by default), convenient UI to manage list of stations;
- Photo mode app:
- Use mouse wheel for zooming when viewing a complete screenshot;
- Screenshots with resolution multiplier use FSR for downsampling (unless zoomed in);
- Hotkey for preview shot is working again, now switched to Alt+F8 (apparently Ctrl+F8 toggles mouse);
- Smart Shadows:
- Option to compute splits automatically based on distance for simpler adjustments and better splits arrangement;
- Option to draw shadows around camera instead of drawing them in front;
- Shadows stabilization is greatly improved;
- New AI Spline Editor app: load an AI spline and tweak its trajectory and sides by dragging them around;
- New CPU optimization preventing loading of certain audio samples for other cars (might help a bit with 30+ car servers);
- New option in Small Tweaks to increase GPU priority of web browser backend processes (enabled by default, should prevent issues with HAGS in Windows 11);
- GUI: option to draw AC apps together with IMGUI UI for better interoperability and similar blurred backgrounds;
- ExtraFX: options to only use effects in replays;
- CSP Debug app: option to render car colliders;
- New pause: admins can restart or skip sessions from there directly;
- Traffic planner: copy a lane with an offset, specify vertical offset when exporting splines.
- SurfacesFX fixed and adjusted, new
TYPE_HINT = GRAVEL for tyres and more gravel-related options;
- Differential bug (211 only) fixed;
TORQUE_MODE_EX now disabled entirely for axle suspension types (prevents any potential issues that may arise from it);
- Some gyro FFB stuff with cosmic fixed.
- Textures deduplication no longer freezes AC if one texture has failed to load;
- Cosmic suspension no longer crashes with AIs and custom track physics active;
- 30 FPS background limit should work now;
- Linear color space:
- Heating materials glow properly;
- Distant headlights glare is no longer affected by brightness multiplier;
- Brake disk lights intensity adjusted;
- Bounced light for headlights and brakes (non-ExtraFX one) works properly;
- License plate lights are a bit dimmer, fallback emissive fixed;
- nePBR shaders should look closer to how they looked before LCS;
- Disabled LCS no longer should draw debug lines overly bright;
- Issue with rendering breaking on some reloads with LCS enabled (and things turning blue) fixed;
- Skidmarks with SkidmarksFX disabled should look a bit better;
- Default WeatherFX style:
- Enabled LCS no longer affects lights range;
- Tunnels brightness fixed, shouldn’t jump around anymore;
- Fog above (hiding upper parts of tall buildings on some tracks) fixed;
- RainFX:
- Drop hits no longer disappear for a frame from time to time, intensity is now adjustable;
- Rain AI splines no longer created on tracks with splines longer than 50 km or with more than 100k points;
- AIs can handle cars with street and semislick tyres, no longer spam logs if a Lua app stops AIs from visiting pits to change tyres;
- AIs no longer change rain tyres on the last laps;
- Issue with RainFX misbehaving if other cars are driven in areas unvisited by player before causing all sorts of problems fixed;
- Fallback data in areas with no puddles computed has also been fixed (was using water instead of wetness often resulting in increased slipperiness);
- ExtraFX works again with MSAA disabled;
- SSLR should work better, especially with LCS active;
[PITS_SPEED_LIMITER] SPEED_KMH=… no longer breaks ERS and such;
- Extra G/J in replays fixed;
- Look of Earth from space fixed, free camera no longer jumps around in space on smaller tracks;
- GPU constant buffers data is now 64-bytes aligned to work a tiny bit faster;
- Raycasting static meshes checks AABB as well for a slight speedup;
- Win keys stop Ctrl-based AC shortcuts as well;
- AI-activating shortcut working without Ctrl held down fixed;
- Hood/bumper cameras shaking adjusted;
- Advanced chunks optimization leading for tyre grooves to turn black on some tracks fixed;
- Fixing tyre grooves option that was causing them to turn black on some tracks fixed;
- Missing material variable warnings in
log.txt should be muted now (pretty pointless warning anyway);
- Fix for a handshake for custom online servers;
- Cars should no longer spawn on roofs with aligned teleportation of custom tracks physics;
- Shadows not working properly on a distant square when sun is low fixed;
- Removed broken Python shared library option (it wasn’t of much use);
- SkidmarksFX: fading on loading fixed (config wasn’t respected), fading values are now printed in CSP log with
Skidmarks fading prefix;
- Spotify music detection removed (wasn’t that reliable or informative, and everybody has moved to Windows 10 with much better music status system);
- Logic for disallowing overlapping of AC forms updated, now shouldn’t cause apps to jump around too much; overlapping highlight is fixed too;
- Users with non-latin usernames can be tagged by typing first latin symbol or digit instead and pressing Tab;
- CSP should be able to handle files in UTF-16/32 BE/LE with/without BOM encodings (might lead to change in behavior if you’d be using a car with some config incorrectly saved in UTF-16 and failing to be parsed before);
- App Shelf: main lua file is extracted last and renamed after extracting, should ensure there’ll be no failed installations;
- As seemingly proven to not cause issues, AABB for reflections option is hidden and enabled by default;
- GrassFX transitions are smoother;
- Collapsed apps with automatic sizing load their previous sizes properly;
- Mouse steering should work properly with pause menu;
- VAO-only and normals views are working with linear color space now (by switching to old shaders sets);
- New driver tags no longer stop working with paused race or replay;
- IMGUI glow in transparent areas fixed;
- GPU priority increased by default;
- Smoke interaction with fast driving cars adjusted;
- Skidmarks, grass and fake shadows should be better clipped for interior cameras;
- AC should no longer crash when a mesh selected in Objects Inspector has been removed;
- Other smaller fixes.
- Distant lights can pair with associated meshes with a new
[LIGHTS_DISTANT_LAYER_…] meshes list and DISTANT_LAYER lights option stopping them from contributing to overall lights limit (docs are coming soon);
- Lights with large radius or fade-out distance now will end up in a separate 4 km chunks thing (previously it was only 800 m chunks, and fade-out distance wasn’t taken into account at all);
- Lights with fade-out or range larger than 4 km will count as dynamic and remain outside of chunks;
- New online option:
CUSTOM_MOTION = 1, RESET resetting interpolation when car teleports (once tested and verified, will be enabled by default for all servers);
- Tracks: add alternative splines named
ext_alt_fast_lane_?.ai to ai folder and CSP would use those for random cars for something like alternative paths NFS5 Porsche style (not used by track day car respawning for now);
- Use
MATERIAL_FLAG_1 = 1 on MultiMap_emissive shaders to switch to UV2 for txEmissive;
- Use
MATERIAL_FLAG_2 = 1 on MultiMap_NMDetail shaders to use alpha of txDetail as a multiplier for reflectivity as well;
- UV2 patches no longer load if generated from non-triangulated meshes (CM update filtering things on its side is coming soon);
emSkipDiffuseMap for emissive shaders now takes values in-between of 0 and 1, allowing to limit txDiffuse contribution;
- Set
emSkipDiffuseMap to -1 (or use CustomEmissive_UseDetailInsteadOfDiffuse mixin) to switch emissive shaders to use txDetail as a multiplier to txEmissive (instead of txDiffuse);
- Add a second argument 1 to
CLUSTER_THRESHOLD for lights and such in track configs to switch to clustering in 3D (slightly slower);
- New
[BASIC] INTERIOR_CLIPPING = … option for cars specifying if grass, skidmarks and fake shadows should be clipped for interior views (by default enabled for non-open wheelers);
- New
FORCE_MINUS_TWO_LOD_BIAS thing for shader replacements (please don’t use unless really have to);
- New trees: AO baking now can be adjusted;
- Hidden experimental option
general.ini/DEV/NANORT_SCENE_RAYCAST to build accelerating structures for faster mesh raycasting (might increase memory consumption and make first raycasts slow);
- Hidden experimental option
general.ini/DEV/VIRTUAL_REPLAYS_ALLOCATION to use a magical VirtualAlloc function for replays instead of allocating small bits of memory and increasing them as more frames are being recorded;
- Trees Inspector now shows more details about selected tree;
- Volume peak: devices are filtered based on regexps in
small_tweaks.ini.
- Common API:
- New
string.pack(), string.packsize() and string.unpack() compatible with Lua 5.3 behavior;
- New
string.urlCheck(), string.urlNext() and os.parseDate() functions;
- New
ac.StructItem.explicit() modifier for preserving order of items passed into structure constructors;
- New
ac.onTrackPointCrossed() for measuring custom sectors;
- Functions to work with view and projection matrices, including getting matrices from
ac.GeometryShot;
ac.OnlineEvent() got an option to receive messages that could have been sent before app has loaded (also, issue with messed up data when receiving two messages at once fixed);
- Time spend on executing Lua callbacks callbacks time set by functions such as
render.on() is measured;
- Calling
ac.store('key', false) clears out a value to fix compatibility with some cars (please keep it mind it’s only meant to store strings or numbers though);
- WeatherFX:
ac.setWeatherLightsRangeFactor(): override default range multiplier based on lights intensity multiplier;
ac.useMinDepthResolution(): change the way depth buffer MSAA is resolved depending on what you want to use it for;
- State API:
- Cars timing and sectors related info in car states online fixed;
ac.getSim().currentSessionTime and ac.getSession().hasAdditionalLap fixed in online races;
- New
ac.getCarPhysics().wheels[].discCoreTemperature for custom physics brakes;
- New
ac.getSim().isLinearColorSpaceActive for active linear color space fix;
- New
ac.getSim().currentVAOMode for current VAO debugging state;
- New
ac.getSim().cameraJumped will be set to true for a first frame after camera has been teleported;
- New
ac.getSim().isMakingScreenshot will be set to true if currently accumulating frames for a screenshot;
- New shared libraries (to avoid standard library to grow too massive and slow down scripts loading, extra functions are being added like this instead):
shared/sim/ghost: create new ghosts, reload them live and more;
shared/utils/chat: share setups in chat, change car color;
shared/utils/steam: access some of Steam API functions;
shared/utils/appshelf: any script can use it to ask user to install a trusted app;
shared/utils/binary: effortless and fast reading and writing binary data;
shared/utils/playing: override info about currently playing music, for example, if your app is playing something;
- Lua apps:
- New
ac.setWindowBackground() for changing background color and optionally painting titles black;
- New
DARK_HEADER flag for windows if background used is white (title text and icons will be black);
- New
itemValues: number[] field for ac.getSetupSpinners() for CSP entries using LUTs;
- UI & scene API:
ac.SceneReference:ensureMaterialsUnique() shouldn’t leak or cause crashes anymore;
ui.renderShader() respects IMGUI clip area;
ui.addSettings() uses name if ID is not set, for more reliable state saving;
- New
ui.onChat() allowing to replace entire chat app;
ui.onExclusiveHUD() can return ‘apps’ to let CSP know it can draw IMGUI apps;
- Experimental functions
ui.pushAlignment() and ui.popAlignment() for aligning UI without usual complications;
- Dumped shader replacements, or replacements collected from a KN5 file, no longer affect CSP functional shaders (such as wipers) by adding a new
LEAVE_FUNCTIONAL_SHADERS=1 parameter to config entries;
ui.MediaPlayer: FMOD integration improved (but the option is still hidden), unloading media works better;
- New
render.BlendMode.OpaqueForced (overriding disabled opaque blending for transparent passes) and render.DepthMode.WriteOnly values;
- Physics AI API: assign a new spline for a certain AI car (experimental);
- FFB post-processing scripts: new
ac.disableLowSpeedFFBReduction(), just in case;
ac.ControlButton:setDisabled(): AC hotkeys can be disabled as well (at least some of them);
car::kn5::… textures should work fine with encrypted cars now;
- Encoded Lua canvases should be readable by ImageMagick;
- Small chance of a fatal crash on Lua script unload (if it was using logging or something like that in any disposing functions) fixed;
- Car physics scripts are better compatible with AC locking car controls.