To check out the highlights of this release, please head over to this devblog.
Vehicles
- REMASTERED VEHICLE: Ibishu BX-Series (formerly Ibishu 200BX)
- Added right-hand-drive JDM variants
- Added “Diana” variants
- Completely overhauled suspension geometry
- Doubled amount of playable configs
- Changed Bodystyle to a liftback hatch
- Added Coupe Bodystyle
- Added Fixed Headlight Frontend
- Added new Bodykits and customization
- Added V8 Swap
- Fully updated meshes, textures etc. throughout
- VEHICLE REMAKE (CONTINUED) - Gavril T-Series
- Added logging upfit for 2 frame variants: Long upfit frame with short straight frame end and medium upfit frame with medium straight frame end. Loaded with 8 6m logs, also compatible with Logs prop in the 6m variants
- Added headache rack, equipped by default on logging upfit, but also available on fifth wheel upfit
- Added a lot of visual customization options, for black, painted, chrome and bare metal parts such as bumpers, grilles, exhausts
- Added Low air wig wag warning
- Added more customization options to 900CUI Belasco diesel engine
- Added beacon lights and sleeper light bar
- Added mirror antennas
- Added interior triggers for headlights, fog lights and emergency lighting
- Added “Chicken lights” to most cabs
- Remastered Mixer Upfit
- Realistic self-leveling pneumatic suspension
- Implemented realistic truck pneumatic suspension system
- Single and multi-axle support
- Mechanical input for self-leveling control
- Manual ride height override
- Sounds are now based on airflow rates
- Autobello Piccolina
- Fixed doors sometimes getting damaged after opening wide
- Autobello Stambecco
- Fixed literally unplayable ™ typo in skin name
- Added roof bars option
- Added body mounted license plate option
- Added cargo load box options
- Bruckell Bastion
- Revised suspension geometry, ride and handling
- Tweaked positions of taillight and brake light flares
- Bruckell Moonhawk
- Added rear seat collision
- Added rear seat cargo box load
- Fixed crash limiting beams interfering with drift steering, reduced FFB strength of drift steering
- Burnside Special
- Added rear seat collision
- Added rear seat cargo box load
- Cherrier FCV
- Fixed tailgate not opening correctly with roof bars installed
- Civetta Bolide
- Fixed license plate position on GTT front bumper
- Reduced power output and retuned ride and handling of Bolide Group 4 configurations
- Fix roof structure becoming unstable in some cases
- Civetta Scintilla
- Added mesh and label to engine cover interior latch
- FPU Wydra
- Fixed being able to remove the final drive, which would set it to 1:1 and make it possible to achieve way too high top speed
- Added cargo load boxes
- Gavril Barstow
- Fixed wrong high beam flare position on RoadSport front fascia
- Added rear seat cargo load boxes
- Rear suspension anti-squat increased
- Gavril Bluebuck
- Fixed headlight flares being far behind headlights
- Fixed cargo load boxes causing instabilities
- Fixed fuel tank mesh stretching instead of breaking sometimes
- Added collision to rear seat
- Added cargo load boxes load to rear seat
- Adjusted velocity stacks to clear cut hood
- Gavril D-Series
- Fixed missing backlight break sound on extended cab and crew cab
- Fixed headlight flares being far behind headlights
- Fixed turn signal flares not working correctly
- Gavril Grand Marshal
- Added rear seat cargo box load
- Fixed various issues with LED police light bar
- Fixed a mapping issue on the right stock exhaust
- Gavril Roamer
- Fixed gear indicator being invisible on police dashboard
- Fixed headlight flares being far behind headlights
- ETK 800-Series
- Changed engine mount beams to avoid sending vibration to steering
- ETK I-Series
- Fixed gas pedal clipping into floor
- Hirochi Sunburst
- Fixed various issues with police light bar
- Added generic race interior parts
- Improved steering rack rigidity
- Changed engine mount beams to avoid sending vibration to steering
- Ibishu Miramar
- Replaced Drift configuration with a new Canyon King configuration, featuring revised handling, new rally lights and a new livery
- Fixed headlight flares being 10 times bigger than they should
- General ride and handling tweaks
- Increased body and steering rigidity
- Soliad Lansdale
- Retuned ride and handling
- Soliad Wendover
- Removed partial lockup from torque converter
- Wentward DT40L
- Fixed headlights not breaking properly
- Trailers
- NEW TRAILER: Log Trailer
- 2 axle 27ft and 3 axle 40ft variants, each with optional headache rack
- 40ft version is equipped with a fifth wheel, making B-Train configurations possible
- Empty and loaded variants with 8 or 12 logs of varying wood types
- Compatible with new Logs prop in the 4m variants
- Leadscrew-based trailer feet
- Electric motor driven leadscrew design
- Automatically raises and lowers based on trailer connection status
- Manual override of raised and lowered endpoints
- Flatbed Trailer
- Added steel coil loads:
- Single 20-ton (available on 28ft, 32ft, 48ft, and 53ft variants)
- Double 10-ton (available on 48ft and 53ft variants)
- Triple 5-ton (available on 48ft and 53ft variants)
- Repositioned middle marker lights closer to the middle of the 48ft trailer
- Retuned overall rigidity
- Fixed material metallic factor
- Adjusted storage box position
- Adjusted cargo box straps
- Added steel coil loads:
- Small Flatbed Trailer
- Updated lights to current trailer light standards
- Tanker Trailer
- Trailer Dolly
- Potentially fixed rare instability issue
- Fixed positions of light flares
- NEW TRAILER: Log Trailer
- Props
- NEW PROP: Logs
- Includes single logs and stacks of 6 to 23 logs, all compatible with log trailer and T-Series logging upfit
- Adjustable length (4m for trailer and 6m for truck included in configurations) and diameter (48, 58 and 68 cm included), affect log’s weight
- 8 different wood species as skins which affect wood density and thus the weight of the log
- Float on water
- NEW PROP: Steel Coil
- Large and heavy coil with configurations having 5, 10, 20 and 30 tons of weight
- Good for overloading trailers and crushing cars
- Size of the coil can be adjusted in Tuning menu which affects the weight
- Also available as a load on the flatbed trailer
- NEW PROP: Logs
- Common
- All our cars received detailed mirror support
- Some more modern cars received mirror physics structure revamp to allow for their manual folding without breaking off straight away
- Simplified traffic cars
- New simplified cars added: Bruckell Bastion, Soliad Wendover, Gavril Grand Marshal, Gavril Roamer, Gavril D-Series, Gavril H-Series
- New improved suspension for: ETK I-Series, ETK K-Series, ETK 800-Series, Ibishu BX-Series
- Many fixes for simplified traffic LeGran, added wagon and facelift variants
- Stiffened tires on all traffic cars to improve AI handling and reduce chance of rollovers
- Tweaked deformation on head-on crashes and side impact across all traffic cars, fixed some spiking issues
- Adjusted wheels of parked cars in an attempt to fix a rare instability issue with them
- Tuned behavior of torque converters of all traffic cars
- Trailers
- Fixed incorrect locker position on 3 axle trailer bogie
- Made some lights smaller to fix clipping with other parts of the trailers
- Attempt to fix a rare issue of trailers exploding when attached to the dolly
- Added license plate design slot
- Cargo Load Box
- Added dedicated damage sounds
- Added Fluid Tank XL roof bar load (featuring different weight shifting)
- Added Aggregate Box XL roof bar load (featuring different weight shifting)
- Wheels
- Added 15x7 Ibishu Type-RS wheels
- Added 4-lug version of 15x7 Standard Steelwheel
- Retuned some tires: 225/45R17 Sport, 245/45R16 Race, 335/35R16 Race, 195/60R15 Standard, 20, 22, 24in sport tires
- Added Civetta Stradale, Civetta Dark Owl 22x12 wheels for rear fitment along with matching tire sizes
- Fixed instability of some 13x7 alloy wheels when fitted with drag tires
- Added 245/35R18, 275/30R18 Sport tires (for 18x9, 18x10 wheels)
- Fixed wrong hubcap position on some variants of Hirochi Lightning wheels
Levels
- West Coast, USA
- Updated concrete batching plant area
- Updated Quarry area
- Updated Fast Automotive facility
- Fixed different floating, wrong collision bugs
- Updated some old non-PBR materials
- Added fuel station beside logistic garage
- Reworked the residential area near movie studio
- Reworked fences of suburb single houses
- Updated roads and road markings in a lot of areas to improve the driving experience and gameplay
- Reworked various major intersections and highway sections
- Terrain fixes
- Fixed incorrect fuel pump branding
BEFORE
AFTER
BEFORE
AFTER
BEFORE
AFTER
BEFORE
AFTER
BEFORE
AFTER
- Johnson Valley
- Updated minimap
- Showroom
- Added 1 new backdrop and extra objects
- Added lights’ controls
- Common
- Fixed floating objects
- Fixed props position
- Fixed wrong collisions
- Fixed some decalroads position
- Fixed terrain spikes
Gameplay
- Added cinematic crash camera for Freeroam (enable it under “Options -> Camera -> Cinematic crashes in Freeroam mode”)
- Implemented a first-pass of speed cameras and red light cameras on WCUSA that flash and record high speeds, still a work in progress
- Increased the limit of traffic vehicles you can type into the traffic UI app (from 40 vehicles before, to 150 vehicles now), in response to our continued optimization work in combination with the fast modern hardware that some users want to stress-test
- Improved navigation arrows on slight turns for example when leaving the highway
- Improved scenarios: Bank Robbery, Field Run
Missions
- Added five new missions
- Desert Rally Stage - Time trial - Johnson Valley
- Outlander Valet - Arrive - Johnson Valley
- Prospector’s Return - Time trial - Utah
- Mixed Surface Stage - Time trial - East Coast USA
- Drop and Dive - Evade - West Coast USA
- Drift
- The drift backend has been almost entirely refactored and optimized so as to make future implementations much easier and more robust
- Drift detection has been improved. “Drifting” is now detected sooner than before, making chaining drifts easier
- Drift scoring has been improved. The score spread between experienced and beginner drifters has been reduced, also making drift mission balancing easier. The scoring now more accurately rewards the players for drifting at a higher speed, bigger angle and near walls. The combo increment has been reduced, and its logic has been changed to reward the players for longer drifts
- The drift logic is now always running in the background. Thanks to this, we now have drift-related statistics!
- Added experimental “Spinout” detection to drifting. Spinning out will cancel your current drift and display a message (“Drift failed: [reason]”)
- Earning time when completing a drift has been removed
- During A to B drift missions, the timer has been removed. To prevent going back up the course, now a “Wrong way” message will be displayed until the player is disqualified. The timer removal makes the experience less stressful
- Changed race route for AI Race mission: Speed Sense
- Fixed spawning rotation on most “Garage to Garage” spawn points
- Added some missing finish camera paths
- Converted Hirochi Raceway quickraces into Time Trial missions
- Added some barriers to prevent cheating - BeamNG Sport Race - Automation Test Track
- Added a prefab and tweaked some checkpoints - Trail Glacier - Automation Test Track
- Updated and re-balanced Fuel Delivery - Career Mode
- Improved many intro camera paths for Time Trial missions
- Changed the name of ‘Pro Drift Stage’ drift mission on Hirochi Raceway to ‘Drift Exhibition’ and changed provided car to Pro Drift Ibishu BX
- Fixed sideways drift zone on Port Side Slide gymkhana mission - West Coast USA
- Re-enabled Dam Hopper long jump mission, no longer has gravity assist and uses the Ibishu BX drag car
- Re-enabled Heavy Machinery Delivery scenario
- Removed platinum stars on Manji Mountain and Port Side Slide
- Changed provided car of ‘Drift at the Handling Course’ Automation Test Track to Pro Drift Ibishu BX
- General minor fixes and polish across the mission system
Early Preview: Career Mode
- Added Milestones: Track your progress in various categories and earn bonus rewards
- Progress Page: New page for the main menu summarizing all the necessary information about the player progress for each skill branch
- Improved part shopping menu with a tree structure and a search field
- Overhauled painting menu with different paint types and prices
- Delivery Gameplay:
- Vehicle Deliveries: Experience driving all kinds of vehicles while bringing them safely to their destination
- Trailer Deliveries: Tow loaded or unloaded small and large trailers
- Delivery Skills: Deliver Cargo to gain XP, increase your skill level and unlock new cargo and features
- Added various new Facilities to deliver cargo from and to
- Added button to automatically set a route going to all the destinations
- Several improvements to the Cargo UI screens
- Adjusted rewards formula for parcels
- Vehicles from dealerships will now have faded colors based on mileage
- Added sorting of vehicle list in dealerships by price
- Added a camera path showing a retrieved vehicle that spawns out of sight
- Inspected vehicles at dealerships get deleted off screen now
- If a trailer is attached to your vehicle when teleporting, the trailer will now also get teleported
- Improved system for dealing with and preventing corrupted saves
- Fixed issue where the incorrect attributes would display in the save slot menu
- Fixed a test drive issue where inspecting a new vehicle while the current test drive was still active wouldn’t despawn the current test drive vehicle, causing errors
- Several minor insurance and test drives related fixes and improvements
- Several other UI changes, bug fixes and optimizations
Powertrain
- Fixed multiple combustion engines in a single vehicle not being supported correctly
- Compression brake control now properly interacts with shifting logic to avoid early upshifts when compression brake is active
- Implemented powertrain driven linear actuators (also known as leadscrews)
- Fixed hydraulic cylinders driven by non-local pumps not being able to correctly emit movement sounds
- Increased default torque converter tip-in threshold for lockup slip
- Implemented a pneumatic actuator that connects to the existing air system
UI
- NEW EXPERIMENTAL FEATURE: Vehicle Livery Creator (formerly Dynamic Decals)
- Added the option to project the decal using the surface’s normal; Added property
useSurfaceNormal
to layer data - Added mesh masking support; Added
meshes
property to layer data - Added textures API; Added support for meta data to textures (such as tags)
- Fixed border artifact when using textures with alpha
- Fixed paths in exported material file (to not contain \mods\unpacked)
- Fixed layer mask editing
- Fixed layer mask translation using the gizmo
- Fixed duplicated layer referencing original layer’s properties
- Fixed wrong UVs when using path layers with text and linear path type
- Fixed incorrect projection while layers are selected
- Fixed alpha texture rotation being counter-clockwise while color texture rotation is clockwise
- Added the option to project the decal using the surface’s normal; Added property
- Mirrors
- Improved recovery popup for missions and career
- Garage UI remade on Vue
- Vehicle configuration menu remade on Vue (accessible via “Try new UI” button in Freeroam)
- Reworked color picker (available in career mode, garage, and in the new vehicle config menu)
- Fixed issues with search in all versions of parts selector
- Quality of life improvement: the cursor will stay in place while typing into a text field in a menu (instead of depending on the location of the mouse cursor)
- Fixed numerous spelling and grammatical errors in many menus. We hope to have accidentally left enough literally unplayable ™ mistakes in there; this way we can continue pretending to be working by fixing one typo per update
- Visual cleanup of options in the ‘Other’ section
- Rearranged various elements of the Force Feedback options menu, added a tip about how framerate impacts the quality of Force Feedback, and improved the informational tooltips for steering lock type
- Improved error messages when a vehicle fails to spawn. now shown on the top-right corner, and including more helpful links, as well as mentioning which exact vehicle was problematic
- Fixed a crash to desktop when the External UI checkbox was used
- Improved contents of error message dialog in the event that UI suffers certain type of crash
- Improved how the
segfault
type of UI crash is handled, when the UI subsystem is being used to generate vehicle license plates or other pre-rendered elements. The game should no longer be forced to crash to desktop; instead it will have a chance to continue running - Implemented UI part of UI state watcher for Lua (for sound blurring)
- Fixed dropdown positioning in new dropdowns
- Fixed gamepad navigation in new Vue UI components
- Added a label of the associated USB device on the left of the assigned binding when editing it
- Updated loading screens
- Updated translations
Input & Force Feedback
- Improved response of force feedback: the steering wheel is now able to respond a bit faster and with improved strength. This will result in benefits for situations such as catching an accidental slide, maintaining drifts, etc
- Mild improvement of force feedback smoothness: depending on the scenario and hardware, you might notice a minor reduction in force spikes and high frequency vibrations
- Fixed right-mouse-button camera look being inconvenient for people who drive using the mouse steer/throttle/brake/clutch. Those two features won’t conflict with each other so much from now on
- Fixed the ‘Oversteer’, ‘Slower Steering’, and ‘Limit Steering’ driving assistants misbehaving when their “Stop at” settings was customized to a speed of 0 km/h
- Minor improvements to the default force feedback settings for Moza R5, R9, R16 and R21 wheel bases
- Improved log messages when an error is made when defining input actions. Can be useful for modders implementing custom vehicle inputs
- Fixed axis based semi truck center differential, rangebox and compression brake input actions
Virtual Reality
- Fixed VR controllers, they should now be visible (represented with a black line) and usable for everyone. Note: the controllers can only interact with vehicle triggers (like door handles or buttons) by pressing the VR “trigger” input. This is sometimes the finger trigger, or the ‘A’ button, or ‘X’ button, etc (try several to locate it)
- Added an option to disable the controllers, in case you prefer them off like before
- Fixed the invisible cockpit, or the partially cut/invisible cockpit, when customizing the render distance slider in VR options. This slider has now been removed (it’s only useful for development purposes, not for regular end-users)
- Fixed some cases where vehicle triggers would blink quickly when the VR controller pointed towards them
- Fixed a crash when the VR Debug checkbox option was used, and the user tried to activate VR when no OpenXR runtime or no VR headset was accessible in the computer
- Fixed inability to use VR in native Linux builds
- Fixed inability to use VR in Wine/Linux with Windows build
Replay
- Fixed vehicles falling down into infinity below the map when you stopped a replay that had been loaded from the main menu (before loading any map)
Render
- Improved the visuals of road arrows and intersection arrows from GPS navigation routes
- Fixed the fireball particle effects that had been missing from overheated wheel explosion for several updates now
- Fixed a rare crash during game shutdown process if Vulkan was being used
Game Engine
- Added support for triggers with ‘sphere’ shape, which can be slightly less ugly than the ‘box’ triggers, and specially appropriate for rounds buttons
- Fixed some cases of ‘box’ vehicle triggers failing to trigger, or triggering when they shouldn’t
- Minor framerate stability improvements across the board (thanks to reduced garbage collector workload)
- Memory optimizations on CPU and GPU
- Added a new warning in some situations where we’re able to detect an incomplete or corrupt software installation (which typically leads to empty map/vehicle selector menus), including a link on how to reinstall the sim
- Added some warning files to various folders, to educate both users and modders about the need to follow our standard modding installation procedure (TLDR always place zip files into mods folder, never extract them, and never put them anywhere within inside the game install folder)
- Tweaked many log file messages, to provide a cleaner overview of logs (convenient for modders and programmers)
- Fixed odometer from vehicle breaking on vehicle exception
- Fixed warnings on Lua reload about Gameplay statistic
- In-game console
- Changed color of disabled button to be more distinguishable from the background
- Fixed vehicle control setting not being saved when changed
- Fixed vidpid of gamepads/controllers on Linux
- Added a check for
forestData
with brokenrotationMatrix
- Added
renderView
mask fordebugDraw
instanced primitives - Added hazard light and ignition level to vehicle tracking data
- Added optional search radius limit parameter to
findClosestRoad
AI & Traffic
- Improved and optimized traffic respawning code
- Fixed issue where first parking spot in a set of multispots had the wrong rotation
- Improved immobile vehicle detection for overtaking
- Improved plan line stability
- Navigraph: optimized road data loading
- Various bug fixes
Launcher
- Added several informational messages to the logging system, to help diagnose possible issues with the Userfolder migration system during game updates
Vehicle Triggers
- Fixed
executeLinkCommand
being broken when context is GE Lua (tlua) - Added
alphaOnUsed
attribute to set alpha when the trigger is in use
JBeam
- Added
materialOverride
jbeam attribute to flexbody to reuse the same mesh with a different material - Removed duplicate keys in various jbeam files
- Fixed typos in various jbeam files
- Added new jbeam feature ‘components’ documentation will follow soon. This will allow to remove some hacks we have for wheel generation
- Added special jbeam debug for vehicle assembly: F11 > Experimental > Vehicle Manager
- More work on part reusage so we can fix the wheel usage
- Added ability to integrate CSV files into jbeam via includeCSV - docs following soon
- Worked on jbeam table parsing. More features coming, WIP
- Added ability to disable table rows depending on variables
Audio
- Added new i4 1600cc “motorsport” turbo engine/exhaust, currently used for BX remaster, and Cherrier
- i4p_01600cc_motorsport_01_engine / i4p_01600cc_motorsport_01_engine_rear / i4p_01600cc_motorsport_01_exhaust
- i4p_01600cc_motorsport_02_engine / i4p_01600cc_motorsport_02_engine_rear / i4p_01600cc_motorsport_02_exhaust
- i4p_01600cc_motorsport_03_engine / i4p_01600cc_motorsport_03_engine_rear / i4p_01600cc_motorsport_03_exhaust
- Added new i4 2000cc “endurance” turbo engine/exhaust, currently used for BX remaster, and Cherrier
- i4p_02000cc_endurance_01_engine / i4p_01600cc_endurance_01_engine_rear / i4p_02000cc_endurance_01_exhaust
- i4p_02000cc_endurance_02_engine / i4p_01600cc_endurance_02_engine_rear / i4p_02000cc_endurance_02_exhaust
- i4p_02000cc_endurance_03_engine / i4p_01600cc_endurance_03_engine_rear / i4p_02000cc_endurance_03_exhaust
- Added audio ducking effect while visiting certain menus
- Normalized cannon fire samples
- Performance tweaks for surfaces, rolls and suspension
- Added new WIP water splashes (finally :) )
- Added 30 new horn sounds
- Impact sounds for logs and cargo box
- Fixed wheel surface sounds playing within water
- Added an option to manipulate impact sound volumes via jbeam
Physics
- Improved performance of static collision. This fixes the slow downs when driving around Johnson Valley’s highway at high speed, when colliding with tire barriers, and in various other situations
- Fixed raycasting through terrain holes
- Added incompressible object buoyancy simulation. This simulation method doesn’t have the “buoyant object auto-rotating in water” problem
- Improved stability of BananaBench results
World Editor
- Livery Editor
- Added a hotkey to temporarily lock the surface normal; Added property
lockSurfaceNormal
to layer data - Added tags tab to texture browser
- Added support to enable/disable meshes in setting section
- Added support to enable/disable multiple materials in the settings section
- Added ‘Use Surface Normal’ button to toolbar
- Added ‘Use Mouse Position’ button to toolbar
- Displaying generated fonts and their glyphs in the browser’s font tab; Glyphs can be selected by double-clicking them and used as decal textures
- Added a hotkey to temporarily lock the surface normal; Added property
- Drift mission editor has been simplified
- Vastly improved usability for experimental Traffic Debug window
- Added a few new properties to the Vehicle Groups Manager window
- Added a new object tool mode to align object to surface normal, pressing Ctrl+Alt hold and clicking or keep LMB down to move selected object to other objects surface normal
- Decal Road Editor: Added fuse two decal roads feature
Flowgraph Editor
- Changed nodes relating to traffic signals
- Added node: Vehicle > Apply Velocity
- Minor fixes in various nodes
Blender JBeam Editor
- Added Import/Export of full vehicles (.pc file)
- Added ability to Add/Delete beams, triangles, and quads
- Live updates are now reflected in Blender’s “Text Editor”
- Added ability to Undo/Redo changes with Ctrl + [ and Ctrl + ]
- Added batch node renaming
- Implemented face flipping
- Optimizations and bug fixes
Lua
- Added new UDP protocol extension system, which allows 3rd party software and hardware developers to more easily read information from the simulator (for example, for use in motion platforms, external dashboards, etc). To make this possible, support for our outdated android app has suffered, and is probably not going to work correctly any more.
- Added ability to customize the update rate for OutGauge UDP protocol in Options menu.
- The BeamNG lua extension system can now more gracefully survive the bugs that modders are likely to temporarily introduce while developing new code. This tweak means a complete game restart won’t be needed so often, instead a simple Lua reload will probably be enough to resume the programming work
- Added some simplistic programming documentation for modders
- Vehicle Lua:
- Changed shift point interpolation math for simple automatic transmissions in order to increase responsiveness to moderate throttle positions
- Improved transmission performance of tracking data
- Added
obj:getBeamPressureRel(beamId)
to vehicle Lua. It returns the live relative pressure of a pressure beam - Added
obj:setBeamStrength(beamId, strength)
to vehicle Lua. It changes a beam’s strength value at runtime - Added
obj:setBeamDeform(beamId, deform)
to vehicle Lua. It changes a beam’s deform value at runtime - Added
obj:setBoundedBeamShortBound(beamId, shortBound)
to vehicle Lua. It changes a bounded beam’s short bound at runtime - Added
obj:setBoundedBeamLongBound(beamId, longBound)
to vehicle Lua. It changes a bounded beam’s long bound at runtime - Added
obj:setBoundedBeamSpringDampLimits(beamId, springLimit, lowDampLimit, lowDampLimitRebound)
to vehicle Lua. It changes a bounded beam’s springLimit, lowDampLimit, lowDampLimitRebound values at runtime - Added
obj:setSlidenodeSpringStrength(slidenodeId, spring, capSpring, strength, capStrength)
to vehicle Lua. It changes a slidenode’s spring, capSpring, strength, capStrength values at runtime - Added
obj:detectBeamFrequency(beamId)
to vehicle Lua. It detects the dominant frequency that a beam is vibrating at - Added
obj:getBeamFrequencyAmplitude(beamId, frequency, cycleCount)
to vehicle Lua. It returns the amplitude of the given frequency of the beam. The larger the cycleCount, the more time it takes to calculate the amplitude, but the more accurate the result is - Added
roundNear(v, m)
function to mathlib.lua. It rounds v to the nearest multiple of m - Updated
csvlib.lua:write
,csvlib.lua:decode
andcsvliblua:readFileCSV
to work according to the RFC4180 standard - Added
filters.lua:freqFilter1
. It has methods for low-pass, high-pass, band-pass, band-stop filtering - Added
filters.lua:freqDetector
. It detects the dominant frequency of a signal - Added
filters.lua:freqExists
. It calculates the amplitude of a particular frequency of a signal - Fixed JBeam processing failing when processing triangle Quads without having any triangles defined
- Fixed stack overflow when dividing a vec3 with a vec3
- Major rework and optimization of Traffic Signals module
- Note: Old signals data is not compatible with this new version; map modders will need to create new signals data
- Changed
core_extendedTriggers
tofreeroam_specialTriggers
; also changed data structure of special triggers - Fixed a bug in
sortedPairs
: skip key/value pairs not yet seen, where the table value has been set to nil during the iteration
Misc
- Vehicle Debug
- Added a “frequency” beam debug mode
- Moved 2D debug text to right side of screen, allowing to view it when the Vehicle Config UI is open
- Fixed refueling with tanks with “air” type
- Fixed fuel station labels when using electric cars