To check out the highlights of this release, please head over to this devblog.
Vehicles
- Gavril Grand Marshal
- Added new Limousine body style
- Coachbuilt stretch limousine body
- Luxurious interior with fancy lights, bar and TV
- Classy exterior styling
- 5 different configurations included
- Added new parts for limousine, also available on standard body
- Boomerang Antenna
- Bull Horns
- Fender Flags
- Tinted Glass
- Vinyl Roof
- Ultra Heavy Duty Springs
- Reworked front and rear end deformation
- Increased opening angle of rear doors
- Added new Limousine body style
- Bruckell Legran
- Adjusted lift and drag properties of the wagon body
- Fixed missing floor shifter animation on police console
- Burnside Special
- Fixed incorrectly displayed body style on some configurations
- Cherrier FCV
- Fixed clipping on rally lights with Tograc hood that was causing extreme shaking with some combinations of parts
- Added missing AO map to EV and ICE engine materials
- Fixed incorrect slot name on DSE comfort default mode
- Improved textures for headlights and taillights
- Civetta Bolide
- Tweaked handling of 320 GTR Group 5 configuration
- ETK I-Series
- Added new engine model and materials
- Updated suspension geometry and underbody
- Added new engine model and materials
- Gavril MD-Series
- Fixed an issue with the tanker upfit that caused pipes to partially break off when spawning in
- Fixed incorrectly displayed body styles on some configurations
- Gavril Roamer
- Fixed an issue with the nitrous oxide bottle preventing the body from fully detaching from the frame
- Gavril T-series
- Concrete Mixer
- Added concrete load with adjustable volume and auxiliary water tank capacity
- Fixed missing differential lock switches on several configurations
- Concrete Mixer
- Ibishu BX-Series
- Fixed an instability issue that occurred when combining tubular front frame, drift suspension, stock dashboard, and a manual shifter
- Ibishu Covet
- Fixed incorrect breaking behavior of certain lights on Gambler 500 variants
- Ibishu Miramar
- New engine meshes and textures
Rebuilt the engines from scratch and added more performance options for both SOHC and DOHC versions
- Adjusted Gauges
- Adjusted tachometer to better fit new engine options, and replaced voltmeter with working water temp gauge
- Fixed incorrect behavior of taillights
- New engine meshes and textures
- Ibishu Pessima (1988)
- Fixed an issue with trunk spiking
- Ibishu Pessima (1996)
- Fixed and improved various materials and textures, and improved consistency across visuals
- Ibishu Pigeon
- Fixed slight floating of roof bar loads above the roof bars
- Fixed an issue with hood closing which could cause it to remain open after repeated open-close cycles
- Soliad Lansdale
- Fixed powertrain instability when combining a 1.2L engine with the rangebox, leading to oil starvation
- Wentward DT40L
- Converted the majority of the textures to PBR for improved visuals
Lights and engine have not been updated yet due to development constraints
- Improved customization - decoupled the seat pattern from the main body livery, allowing it to be selected and customized separately
- Fixed an issue with rear license plates floating too far away from the rear panel
- Cleaned up ambient occlusion map to address issues with unnecessary dark areas (such as behind the license plate, even if it was removed)
- Converted the majority of the textures to PBR for improved visuals
- Hirochi SBR4
- Converted headlights and taillights to PBR models and materials
- Common
- Added brake glow to all vehicles with disc brakes
- Converted most remaining vehicles and parts to PBR
- The vast majority of the remaining old-format materials have been converted to PBR textures to ensure consistent visual quality throughout the game
- This includes various engines, badges, wheels, hubcaps, powerglow skins, aftermarket parts and much more which had been missed over the years
- Materials and textures cleanup
- Large-scale cleanup, fixes, and improvements for all materials and textures to ensure that everything is set up properly for modern standards, and to keep on top of technical debt
- Reworked Vehicle Paint System
- Added a paint library file:
vehicles/common/paintLibraries/common.paintLibrary.json
. It contains paint presets shared between multiple vehicles. Can be accessed on any vehicle through the newlibraryPaints
section in the maininfo.json
file. Modders can add their own paint library files - Added multi-paint setup support. Allows simultaneous selection of 2 or 3 paint colors as a preset combination when spawning a vehicle, for example for two-tone paint jobs. Can be defined per vehicle or per configuration. Also available in the color menu in vehicle configurator
- Separated paints into classes:
Factory
andCustom
. Custom paints won’t appear as an option when spawning a new vehicle, and will be in a separate section in the color menu inside the vehicle configurator, before the user’s own paints - Implemented paint hierarchy logic: paints and multi-paint setups from paint libraries are available on every vehicle and every configuration (when imported), those defined in the vehicle’s main
info.json
file are available on all configurations of the vehicle, default multi-paint setup defined inside the configuration’s owninfo.json
file are only available on this configuration - Added a random paint distribution system, currently only implemented on simplified traffic vehicles. It makes the distribution of paint colors across traffic vehicles more accurate to real life, allowing for defining the frequencies of paint colors appearing, per vehicle and per configuration
- Documentation is available here
- Added a paint library file:
- Adjusted various early PBR materials to use less extreme values, meaning many parts and wheels should look better than in the past
- Fixed issues with duplicated materials that could lead to errors under some circumstances
- Fixed an issue with certain cargo boxes that could break half shafts on some vehicles when equipped
- Removed unnecessary
enableABS:false
entries across vehicle JBeam files - Fixed inconsistent property of “Derby Class” in the vehicle selector on several vehicles
- Fixed the position of common “Airbag Steering Wheel” on Gavril trucks
- Fixed broken normals on EU license plates which caused them to look split/bent in the middle
- Added brake glow to all vehicles with disc brakes
- Props
- New prop: Spike Strip
- Featuring 4 different types of spike strips, all capable of puncturing tires of the vehicle that drives over it, can be carried easily with the node grabber in walking mode
Flex
variant: Standard scissor-type spike strip with 4 and 8 meters long variants, covering 1 or 2 road lanes respectivelyFlex-R
variant: Scissor-type spike strip enclosed in a box, which can be extended automatically when a vehicle approaches it, or manually, depending on the chosen control mode. A dual variant with spike strips on 2 sides is also availableEdge
variant: Small plastic casing with 40 or 90 centimeters of spikes inside, designed for placing under the tires of a suspect vehicle to prevent escape. Also comes in chained packs, for throwing under the tires of a fleeing vehicleEdge-R
variant: A high-tech spike launching device enclosed in a suitcase, capable of launching 4 meters of Edge spike strip (automatically upon a vehicle approach after arming, or manually, depending on chosen operation mode), and then retracting it for the officers to pass
- New Prop: Pressure Ball
- Essentially a large hamster ball for a vehicle, filled with pressurized gas
- You can select the type of gas it’s filled with, which affects its mass, and in turn the buoyancy
- In the Tuning menu, you can adjust the gas pressure, and the size & weight of the ball surface
- More size and pressure in relation to weight makes the ball float on water, and eventually in air when it gets lighter than the air
- Also included: a standard configuration with air, and a larger variant for multiple vehicles
- The ball is colorable and has 3 different selectable surface designs
- New Prop: Trampoline
- Adjustable mat size and frame height
- Ramp slot that scales with trampoline height
- Optional rigid mat for more predictable bounces
- Anchors to fix it in the world, can only be moved and rotated in World Editor
- Adjustable spring strength (how much weight it can take before springs break)
- Adjustable spring rate (how bouncy)
- New Prop: Anti-Cut Device
- Red pole with a concrete base, used to deter drivers from corner cutting on rally stages. Hitting it too hard can result in significant damage
- New Prop: Bin
- Remastered Prop: Large Spinner
- 3D model, materials, and textures redone from scratch to match the quality of newer props
- Various parts of the spinner are colorable with the color palettes, added paint presets
- Reworked the control scheme
- Now powered by an industrial electric motor with realistic performance - lower acceleration but better inertia
- Selectable final drive ratios to balance acceleration and top speed
- Increased physics realism - added more weight and made the metal blocks deformable
- Added ability to fill the metal blocks with different substances, increasing their weight and strength
- New 2-arm variant, with an option to attach tow hitches for vehicles or trailers, to destroy vehicles through centrifugal force
- New small variant, with 2 or 4 arms, or with dual flails
- New mobile variant that can be attached to a semi truck like a trailer
- Large variety of new configurations, showcasing all the new parts and options
- Remastered Prop: Large Roller
- Mechanically redesigned in order to make it look like something that could actually function in real life
- Reworked 3D model, materials, and textures
- Updated physics to match the new model and to bring it up to date with other props
- New control scheme, allowing for adjustable roller height and speed
- Remastered Prop: Large Hamster Wheel
- Almost completely redone from scratch, with a new 3D model, materials, textures, physics, and controls
- Much more realistic behavior of the barrel: weight, inertia, air drag, friction, and geometry reworked
- Now powered by the same industrial motor as the spinner, attached to a truck wheel rubbing against the barrel
- 3 configurations: powered, unpowered, and barrel-only
- Remastered Prop: Large Cannon
- Mechanically redesigned in order to make it look like something that could actually function in real life
- Reworked 3D model, materials, and textures
- Updated physics to match the new model and to bring it up to date with other props
- New control scheme, allowing for modification of the launching force in real time
- Remastered Prop: Metal Ramp
- Rally Signs
- Added new Cooldown Board variants
- Added new Cooldown Board variants
- Tire Stacks
- Rocks and Boulders
- Fixed an instability when dropping lots of small rocks from the sky into a pile
- Shipping Container
- Added top couplers, allowing container to be attached to the trailer upside-down
- New prop: Spike Strip
- Tires
- Fixed mismatched grip between front and rear on 225/50R15 Sport Tires
- Changed tire tuning for 225/45R17 Drift Tires
- Trailers
- Fixed various issues with the small tanker trailer side box
- Fixed a common issue on several trailers where front marker lights would not break properly
- Finalized Triggers -> Triggers2 conversion on all trailers
- Wheels
- Split the massive wheel DAE mesh files into smaller mesh DAEs
Levels
- Johnson Valley
- Added a horizon cloud layer
- West Coast
- Updated far-background foliage billboards
- General
- Addressed several issues
- Errors in meshes
- Materials path and format
- Terrain holes and spikes
- Collision meshes
- AI path
- Wrong Jungle Rock Island and Small Island preview image resolution
- Foliage Library
- Updated Cypress model
- Updated Palm trees library
- Addressed several issues
Gameplay
- New Freeroam Crawl System
- Start crawl trail experiences directly in Freeroam - no mission loading required
- Drive to a trail-head and press the on-screen button to enable the trail; a preview path is shown while the trail is selected
- Active trails show small flags, marking the boundaries and checkpoints to guide progress
- Scoring rewards clean driving; penalties apply for reversing, rollovers, vehicle damage, and leaving the trail bounds
- A finish message displays your score, damage, and completion time
- Some trails end where other trails start, enabling chained runs
- Added trails: Johnson Valley (26) and Utah (7)
This feature will continue to be improved in coming updates.
- Added a variable to set g-force limit for Arrive missions (this can be set and edited in the Mission Editor)
- Improved recover position search to prevent clipping into larger props
- Fixed an issue when recovering with an attached trailer, if the trailer doesn’t have the “Trailer” tag
User Interface
- Overhauled the Vehicle Selector
- The default vehicle selector screen (Menu → Vehicles) has been ported over to Vue. It supports all the features from the old vehicle selector:
- Optimized backend and frontend with performance in mind: the old vehicle selector would often suffer from decreased performance. The new selector has been developed with responsiveness and performance as a primary concern, and should function much better in all cases. If you still experience performance issues, please let us know in the UI feedback thread
- Top level shows vehicle models. Click a model to view its configurations
- Click a config to view the details and spawn or replace a vehicle. You can pick a color prior to spawning
- “Vehicle management” lets you clone, remove current, others or all, reset all, set/load default vehicle
- This also addresses previously unusable functionality:
- Search previously worked only by name. Now it searches for any property of the vehicle
- Filters are better organized, and you are presented with a brief, commonly-used filters list by default. You can open a dedicated filter menu with all available filter options
- Search and filter now also apply when viewing the configurations
- Filters no longer reset when going back to the model view
- Details view for configs now shows data in a more easily digestible way, with main vehicle properties, such as drivetrain or transmission, visible as icons next to the preview
- Tiles now show all the sources of a vehicle (BeamNG - Official, Automation, Mod, Custom)
- Can be used with controller
- Additional features and UX improvements:
- Improved, modern styling and faster loading
- Items in the list are grouped by Type (Cars and Trucks, Trailers, Props, etc.). Other grouping types are also available (Country, Config Type, Body Style…)
- Items are sorted Automatically (either by name or by value), but custom sorting options are also available (Weight, Power, 0-100 km/h …)
- Customizable tile size for the vehicle grid
- Recent vehicle tracking - every time you spawn or select a vehicle, it gets tracked. The selector will show you the last few models or configs you used
- Favorites - click the star icon in the details view to add a config to favorites
- Recent and Favorite vehicles will appear at the top of the list in the vehicle selector
- The details view now shows the corresponding mod for a config. Click it to view the mode page directly
- We’ve also implemented some advanced functionality:
- Toggle inclusion of Standalone PC Files or Aux Content. This can be useful for modders
- Toggle display of dev info in the details view: shows file locations, that can also be clicked to open the files/folders
- Expand configs - this will “unwrap” a model if it contains a number of configs less that the value of this setting. This means that configs and models will show in the same view (disabled by default)
- Recent and favorites tiles - can be enabled/disabled individually. When enabled, you can either display a tile that contains only the actually recent/favorite elements, or display a tile that will contain all similar elements (i.e. all configs of the model of a favorite vehicle)
- The default vehicle selector screen (Menu → Vehicles) has been ported over to Vue. It supports all the features from the old vehicle selector:
- Top Menu Bar → Vue conversion and Navigation System Update
- Scoped Navigation Rewrite - Complete redesign of the scoped navigation system with improved focus management, better event bubbling, and enhanced controller support
- Top Menu Bar Implementation - Top bar has been converted to Vue - now it has improved route-based configuration and improved navigation between UI sections, revised “Continue” and “Back” buttons behavior
- Rewrote the UI timing backend for a more consistent refresh rate and lower UI lag
- The refresh rate should now be much more consistent than before. Previously it could oscillate between several refresh rates, the new improved timing system allows it to run at much more stable rates
- The refresh rate may be higher in some cases (heavily depending on the use of frame rate limiters, and on UI workload). In those few cases, the UI may feel smoother than before
- Improved timing fallbacks: when any UI component misbehaves (be it some unoptimized UI app, or any other UI element), the UI backend will recover more gracefully than before, attempting to maintain a minimal update rate of 10Hz as a safety fallback
- Reduced the UI lag by optimizing the amount of workload requested to the user interface, down to more manageable levels, without compromising the final perceived refresh rate
- UI Apps
- New Minimap app (replaces the old Navigation app)
- Added a new Minimap app that uses new SDF rendering technology to draw the Minimap. This makes it significantly faster and smoother than the previous Minimap app, which was implemented using html and svg
- To add the Minimap, go to Menu → UI Apps → +Add App → Minimap
- The Minimap has been added automatically to mission-related UI layouts and the Career layout
- Draws the roads in 3 colors depending on drivability. If the map has no roads, it draws a grid instead
- Draws your current vehicle, any other usable vehicle, and opponents in races
- Draws the walking mode character and free camera marker when walking or using the free camera mode
- When being chased by the police, flashes red and blue. Police cars chasing you are drawn red and blue as well
- Displays Mission markers, race checkpoints, Freeroam drifting areas with special markers. All other points of interest are drawn as a generic dot
- Displays the current route on the Minimap and shows the remaining distance below it
- Shows the current location name at the top of the Minimap
- Use Menu → Settings → User Interface → Minimap to change Minimap related settings:
- Shape (Round or Rectangular)
- Orientation (Rotating with camera, or always pointing north)
- Drawing Grid (Automatic, Never, Always)
- Lookahead (moves the center of the Minimap downwards so you can see more of the road ahead)
Minimap is still in development but already very usable.
Since the SDF rendering technology is new to the game, you might experience issues with parts of the Minimap drawing over other UI elements.
- Added new ABS/TCS indicators to the pedals UI app
- The brake display bar will now blink during ABS activation, and the throttle bar will blink while traction control system is intervening
- Implemented a new Multi-Apps approach for HUD
- TL-DR: We are looking forward to avoiding the UI Apps layout switching in the future, where possible
- We had a constant problem with switching between UI Apps layouts being slow, and not keeping the user’s adjustments
- For example, someone can adjust their Tacho position, drop Brake Thermals in, or keep Torque Curve always on-screen. They made their changes for the Freeroam UI layout, saved it, and when they go to the Drift zone, run some Scenarios or just explore the Experiences menu - the UI layout swaps to predefined one and all the preferences feel lost as the user had to make changes for every layout
- The new changes include:
- New Gameplay Apps container that wraps Points Bar, Rally, Drift, Drag Race, and Flash Messages into one application and shows only the required ones based on scenario/gameplay system input from Lua
- It is not added to the Freeroam UI layout by default because further testing and improvements are needed for other apps, mostly - Vue porting
- For now, this app is enabled in Scenarios and Missions UI Apps layouts by default
- All Vue-based apps are components by their nature, which means they will still be available to add to your layouts for better customization and backwards-compatibility
If you add the app to Freeroam, it should work just as well as the separate stand-alone applications, but may misbehave in certain edge-cases.
- Implemented several optimizations for UI Apps, aimed at reducing UI lag
After extensive investigations, we’ve finally managed to identify one of the reasons why the UI could suffer delays - unoptimized UI Apps. Initially this lag was not perceivable, but over time this lag could accumulate into dozens of seconds.
Our changes below are aimed at solving the worst offenders among the official UI Apps. However, the issue can also happen with mod UI Apps that have not been optimized.
We are currently investigating ways to mitigate the UI lag impact of Apps that are not written with performance in mind - in the meantime we’ve implemented a number of initial improvements.- All official UI apps were reviewed and optimized (much less DOM nodes creation)
- There’s no longer an inevitable base-workload of information being sent from the game engine to the user interface: all official UI apps now request the exact streams of information they require. This means that no superfluous data is sent, helping the interface run smoother. If you are a modder, double check that your app is requesting all the streams of information it needs
- Fixed a data stream leak which could contribute to UI lag after running multiple game modes. This leak caused unnecessary workload from UI Apps that were no longer displayed, contributing to decreased UI performance over time
- Some of the apps are updated to use data streams instead of hook events to optimize the amount of data sent between the engine and the user interface
- AngularJS framework received a patch in attempt to mitigate issues when
track by
definition is missing withinng-repeat
. For modders, it is still highly recommended to implement your owntrack by
, as it greatly helps with performance
- Added a new app - Binding Hint - it displays the relevant input bindings during gameplay
- When pressing a custom modifier button, it shows which bindings can be used with that modifier
- When you click on “Vehicle Specific Bindings” it will show all vehicle specific bindings of the current vehicle
- It shows vehicle trigger names and bindings when hovering with the cursor over a trigger
- All buttons are clickable with the mouse
- New Minimap app (replaces the old Navigation app)
- Improvements for Vehicle paint and Vehicle Configuration
- Added
Inverted Axis
checkbox when assigning a button to an axis action- For example, this makes it possible to control an axis action with two arrow keys by making one of the arrow key bindings inverted
- Improvements for the Pause behavior - opening the Main Menu in a level now pauses the game
- Now the physics will be paused in every Main Menu entry, except for Vehicle Config and Environment
- Added a small
Wrong Direction
warning - Tweaked numerous labels that explicitly mentioned “BeamNG.drive” for features that are also exposed to clients of “BeamNG.tech”
- Fixed incorrect thumbnail image type after saving a custom config
- Improved layout and styling for Mods Manager & Repository
- Added new options to limit the width of content for ultrawide displays, and to adjust the content alignment
- The two new QoL options will be helpful for the users with ultrawide screens or multi-monitor setups
Max UI content width
allows limiting the content width (1920px by default) to prevent stretching (to take the full space available) of the Vehicle Selector/Configurator and other screensUI content alignment
allows adjusting the content alignment between left, right, or centerCurrently, this option is disabled by default, and may be enabled in the future after some further UI improvements are completed.
- The two new QoL options will be helpful for the users with ultrawide screens or multi-monitor setups
- Improvements for Input and Controls
- New keyboard bindings look - Updated keyboard bindings with the new graphics (in Vue components), using glyphs for common keys and modifiers (Vue + Angular)
- Binding System - Enhanced modifier key support with better icon resolution, last-used device tracking, and improved binding display variants
- Controls Service - Optimized performance, fixed memory leaks, added preliminary support for multiple device variants (currently disabled pending further improvements to avoid clutter in the bindings list when too many variants are shown simultaneously)
- Input Detection - Added
imagePack
parameter support and improved modifier binding parsing
- Added options for toggling the navigation in-game markers
- Allows to separately turn on or off the navigation arrows and the navigation groundmarkers
- Ported Online Features Consent / Privacy Policy prompt to Vue with an updated design
- The Online Features and Telemetry consent has been updated with a step-by-step flow and improved controller navigation
- Now it fits smaller screens better while maintaining content availability and transparency in relation to user data processing and feature availability
- Updated official translations
Early Preview: Career Mode
- Improved vehicle selections for vehicle group by performance class feature (for AI races)
- Simplified the Insurance system and the computer Repair page
- The insurance system is now much simpler than before: only the insurance score remains, which impacts the player’s insurance deductible when they want to repair their vehicle.
- The player doesn’t have to buy specific insurance tiers, tweak insurance perks, or worry about renewing their plan.
- The computer “Repair” page has also been simplified to reflect these changes
- Fixed an issue where the engine was turned on after changing a part during part shopping
- Fixed an issue where the player was always billed for a custom license plate when buying a vehicle
Missions
- Added new missions
- New missions with the remastered Large Spinner prop
- Added 3 short missions, available on Gridmap v2 or through the Quick-Start Experiences menu, featuring gameplay with the remastered Large Spinner prop:
- The Blender Bowl - Four mace flail spinners line the base of a bowl. You must collect the markers from within the grasp of the spinners as quickly as possible using a heavily-armored MD-Series
- Grinder Grand Prix - A short dog-bone track race with two vertically-mounted mace flail spinners to pass back and forth through. Merely finishing this race is a tough achievement
- Turnstile Trial - A challenging obstacle trial. Get a metal barrel to the end of an obstacle course in the back of your pickup truck, encountering three separate obstacles that bear large spinners along the way
- Added 3 short missions, available on Gridmap v2 or through the Quick-Start Experiences menu, featuring gameplay with the remastered Large Spinner prop:
- New mission - Very Important Parking
- New missions with the remastered Large Spinner prop
- Revamped Mission - Platform Jump
- Updated Mission - Villa VIP
- The player vehicle for the
Villa VIP
mission in Italy has been changed to the new Grand Marshal Limousine, sporting luxury trim - Now, you will also need to ensure a smooth ride for your passenger, so don’t drive too recklessly
- The player vehicle for the
Input & Force Feedback
- Added customizable input modifiers
- Updated controller input layout
- Updated the button layout for Xbox and PlayStation controllers, while making use of the new modifier buttons
- Updated the button layout for Xbox and PlayStation controllers, while making use of the new modifier buttons
- Xbox Controller Vibration Improvements
- Wheel slip vibration is now influenced by the ground model (for example, sliding on ice will vibrate less than sliding on asphalt)
- Improved vibration accuracy when driving over small bumps
- Increased the overall vibration strength
- Improved naming of the binding that changes camera speed
- Improved naming of most bindings related to recovery system (e.g.
Save home
is now calledSave current position
)
Vehicle Systems
- Implemented support for glowing brake discs/drums
- Glow temperatures can be adapted as needed to disc/drum materials
- Glow temperatures can be adapted as needed to disc/drum materials
- Implemented tire punctures
- Spike strips cause punctures when driving over them
- Punctures slowly drain the tire of air
- If the vehicle has equipment for changing tire pressure on the fly, it might be able to compensate the leak
- Implemented support for spike strips
- Spike strips can puncture tires
- Usable for both props and static geometry
- Added support for multiple spike strip types
- Manual scissor
- Remotely operated scissor
- Various length of stick type spikes
- Remotely launched stick type spikes
- Reduced artificial tire pressure loss effects on tire grip
- Reworked Roller, Cannon, Spinner, and Hamster Wheel logic to be more realistic and engaging
- Improved automatic gearbox behavior
- Extended automatic transmission 1/2 support up to 9
- Fixed arcade behavior not respecting limits of 1/2/… modes
- Added support for defining the H-shifter pattern lookup in JBeam
- Added support for generic closed-loop linear hydraulics control
- Implemented throttle governor for combustion engines
- Fixed an error in active center differential after an instability
- Fixed PID controller incorrect I rate handling when negative
- Improved public API of the Kickplate prop to allow external control
- Fixed custom electric smoother JBeam data not merging correctly
- Improved error checking when loading controllers
- Fixed incorrect
initLastStage
call for externally loaded controllers
Powertrain
- Broken-off wheels now continue to simulate brake thermals
- Hydraulics drop valves now more accurately emulate actual valve behavior
- Added support for inverting individual hydraulic cylinder direction
- Fixed combustion engine starter sound tail continuing to play even when the engine did not start up
Rendering
- Added texture streaming for Vulkan
- Better handling of OOM that was causing crashes or low performance
- Fixed several issues and improved Vulkan stability
Vehicle AI & Traffic
- Traffic will now spawn the appropriate vehicles for the map’s region
- This can be enabled/disabled under
Options
→Gameplay
→Traffic
→Use smart selection of vehicles
- This can be enabled/disabled under
- Slight improvement to traffic behavior when driving emergency vehicles
- When the player is approaching from behind with sirens, traffic vehicles will now keep driving if there is another vehicle next to them driving the opposite way, in order to not block the road
- When the player is approaching from behind with sirens, traffic vehicles will now keep driving if there is another vehicle next to them driving the opposite way, in order to not block the road
- Adjusted traffic signal detection
- Traffic light detection is now a bit more simplified, and a few false cases were resolved
- Fixed several vehicle management issues when creating traffic
- Fixed an issue where adding more vehicles to existing traffic was causing some internal states to break
- A tiny change was made to the police vehicle checker, in hopes of improving validity
Physics
- Compressed memory of static collision subsystem
- This reduces the memory consumption of Johnson Valley from 2.3Gb to 1.5Gb and West Coast from 190Mb to 150Mb
Vehicle Livery Editor
- Fixed Livery Editor to be compatible with the vehicles that have
paint_design
slot outside the main part
Flowgraph Editor
- Added new nodes: Vehicle Group by Performance Class, Gravity Force
- Optimized various nodes
Virtual Reality
- Added Occlusion mask
- Draws a mask on the render texture for pixels that are not visible, to reduce wasted performance and reduce reflections on some headsets
- Automatically used if supported by the runtime
- Added Quad projection toggle
- Different way to draw the UI onto the 3d world
- Due to limited availability in runtimes and differences with custom implementation, it needs to be manually enabled from the OpenXR debug menu
- Improved comfort by automatically disabling “Inertia Strength” in the Driver camera (reducing problematic unexpected camera movements)
Launcher
- Simplified the “Clear Cache” option
- This button will no longer open a submenu, but will perform the cleanup directly instead
- In addition, the tool will be faster as a result of skipping the file verifications (you can still use “Verify Integrity” button for that)
- Implemented initial improvements for the User Folder system
-
See this announcement to learn more
TLDR
- The default location of the User Folder has been changed
- Old location:
appdata/local/BeamNG.drive/0.36/
- New location:
appdata/local/BeamNG/BeamNG.drive/current/
- Old location:
If you don’t remember the location, use the Launcher’sManage User Folder
option - this will always open the correct directory - The default location of the User Folder has been changed
-
See this announcement to learn more
- Verify Integrity tool will now place unknown files into dedicated, external backup folders, instead of leaving them inside the current versions’ folder
- Implemented several minor improvements for the backups manager menu
- Fixed broken User Folder migration for those who had been using a version older than v0.21, and are now trying our latest version (oh hai, welcome back!)
- This bug used to manifest itself as a migration from version “0.0.0.0”
Should you still encounter “migration from version 0.0.0.0” mentioned by the launcher, please let us know in this forum thread, so we can investigate the remaining issues.
- This bug used to manifest itself as a migration from version “0.0.0.0”
- Fixed an issue with the Dependency Scanner
- Previously, the scanner ignored the binaries architecture and the API sets, this has been addressed and now it looks within the correct folders and properly scans the API sets
- Fixed an issue with the internal INI parsing library, which could corrupt the launcher configuration
- Replaced numerous Windows-specific internals, in favor of more standardized, cross-platform compatible code
- Fixed various crashes to desktop that affected a minority of our users
- Fixed an issue that could lead to submenus not displaying when the language-specific translation text contained UTF encoding issues
- Improved robustness of the translation system when encountering encoding issues within the language files
Replay
- Added support for recording changes in material emissivity. This means that replay files finally support dimming, headlight transitions, brake glow, and similar effects
World Editor
- Procedural Content Creation: New Comprehensive Suite Of Modular Spline-Based Tools
- Mesh Spline
- Comprehensive mesh placement and editing tool with auditioning system and terrain integration
- The User draws and edits splines with the mouse, then the splines are populated with various sequences of selected TSStatic meshes
- Enhanced terraforming functionality including DOI (domain of influence), margin, falloff, terrain noise controls
- Mesh auditioning manager for previewing and selecting mesh components before placement. Supports any
.dae
(COLLADA) mesh - Supports import from existing TSStatics. Select from scenetree or using the tool polygon
- Tool is modular. It works standalone or as a part of the
Master Spline
grouping tool (e.g. red barrier, white barrier, red barrier, white barrier, etc.) - Documentation is available here
- Road Spline
- Layer-based road creation system for decalroads. The user can create detailed roads with asphalts, paint lines, tire tread wear markings, road conditioning layers, etc.
- Manages materials and groups
- Supports import from existing decalroad objects. Select from scenetree or using the tool polygon.
- Tool is modular. It works standalone or as a part of the
Master Spline
grouping tool - Documentation is available here
- Assembly Spline
- Specialized tool for creating complex assemblies of TSStatics. The tool uses special
assembly kits
which describe how pieces fit together. Can be used for creating procedural fences, pole+wire telephone lines, etc. - Lets the user describe
molecules
of connected components (e.g. multi-mesh fence posts, telephone poles, etc.), which are connected via specialbridge
meshes (e.g. fence boards, cables, etc.) - Supports variations of different components (e.g. clean pole, dirty pole). This is done through a special file-naming system unique to the tool
- Supports import from existing compatible TSStatics. Select from scenetree or using the tool polygon
- Enhanced terraforming functionality including DOI (domain of influence), margin, falloff, terrain noise controls
- Released with ready-to-use example kits
- Distribution pattern control: user can choose between different round-robin and random distributions. This determines how the components appear along the spline
- Tool is modular. It works standalone or as a part of the
Master Spline
grouping tool - Documentation is available here
- Specialized tool for creating complex assemblies of TSStatics. The tool uses special
- Decal Spline
- Decal placement tool and management system with multi-component support
- Distribution pattern control: user can choose between different round-robin and random distributions. This determines how the components appear along the spline
- Tool is modular. It works standalone or as a part of the
Master Spline
grouping tool - Tool has an integrated material selection manager for decals. User can supply the number of rows/columns for tiled decals
- Documentation is available here
- Master Spline
- Centralized spline management tool for grouping the other tools so they can be moved together
- The user can group the other splines together e.g. a road spline containing asphalt and road paint lines with some mesh splines (e.g. crash barriers, lamp posts) or assembly splines (telephone poles+wires at side of road, fences, etc.)
- Each spline linked to the tool becomes a
layer
which has its own user-selectable lateral position. This lets the user line the different groups up in cross section, then they can be moved together - Enhanced terraforming functionality including DOI (domain of influence), margin, falloff, terrain noise controls
- Cross tool navigation within the tool window lets the user easily switch between the different spline tools
- Homologation system lets the user conform the spline to various road design standards (e.g. highway, A-road, B-road, mountain road). This limits how much bending, banking, width change etc., which is permitted in the spline. This can be used either as a post-processing step to make roads more realistic or can be used as stabilizer to keep the road
legal
as the user creates it - Auto Road Generation system lets the user automatically compute paths between waypoints, with various pathing criteria. This is experimental
- Currently compatible with: mesh spline, road spline, assembly spline, decal spline
- Documentation is available here
- Drive Path Editor
- AI path planning and vehicle behavior editing tool, with navigation graph integration and playback capabilities
- Tool has a
Navgraph Mode
to let the user build paths from the waypoints of the existing navigation graph (if the map has one) - Tool has a
Free Mode
to let the user draw spline paths in free space - A vehicle<->path linking system lets the user attach different vehicles to different paths and audition them through playback
- The playback system has easy velocity editing using vertical handles on each node/waypoint on the drawn paths. Same system used for selecting velocity limits
- The recording system lets the user record new paths by driving the vehicle in real time. Recorded paths can be edited later
- Documentation is available here
- Mesh Spline
- Improved Path Camera Tool
- Improved layout and implemented several quality of life changes
- Added an overlay system with various grid modes (16:9, 9:16, Rule of Thirds)
- Added new timing options for markers (Relax & Smooth)
- New “Preview + Sync” button when using Replay
- Improved “Track Player Vehicle” with an added ability to adjust where the camera centers on the vehicle (offset)
- Quality of life improvement for the Particle Emitter list
- Updated layout of Traffic Signals Editor
Modding
- General UI Components, Styling updates, Directives
- New Components
BngPaintTile
- Component for paint preview tiles with integrated paint previews serviceBngImage
- Enhanced image component with lazy loading integration - it helps to improve the situation with many images on the screen (e.g. Vehicle Selector thumbnails) and oversized UI images (unoptimized mod assets)BngScreenHeadingV2
- Revised screen heading component, should be more friendly to screen-estate and used together with breadcrumbsTextScroller
- Utility component for scrolling text contentShelf
- New utility component for horizontal content organization
- Component Enhancements
BngOverflowContainer
- Added navigation modes, programmatic item activation, speed build-up, and improved auto-navigationBngMainStars
- Completely rewritten with improved styling and functionalityBngButton
- Added CSS variables for borders, no-sound property, and improved customization optionsBngInput
- Enhanced number input with icon types, external activation triggers, and floating point error fixesBngSmartSelect
- Made content clickable and improved dropdown positioningBngDrawer
- Updated with better handle positioning and horizontal alignment fixes
- New Directives
v-bng-double-click
- Double-click handling with single-click prevention and focus managementv-bng-focus-capture
- Toggleable focus capture directivev-bng-occlusion-watcher
- Element occlusion detection for UI Appsv-bng-lazy-image
- Lazy image loading directive (used byBngImage
)
- New Components
- Note for modders:
DeformationTriggerRatio
cleanup across all official vehicles, trailers, and props- Vehicles, trailers, and props now use only the
deformationTriggerRatio
property for the beams that have adeformGroup
assigned, otherwise it is left blank (example code can be seen in the image below) - This can potentially improve framerate during vehicle collisions, the exact results will vary depending on the system
- On certain vehicles, especially large ones with not many windows, this could cause issues with damage detection in the simple vehicle damage app and in Career mode, but the performance improvement is worth the trade-off
- Modders are encouraged to perform this change on their own mod vehicles too. If a mod is broken in some way as a result of this change (for example glass not breaking), adding a
deformationTriggerRatio
property to the affected beams should fix it
- Vehicles, trailers, and props now use only the
- Fixed export of UV coordinate in the GLTF exporter
- UI Navigation Focus - Implemented custom
uinav-focus
anduinav-blur
events for better element focusing across the application
Game Engine
- Updated CEF
- This should also resolve any issues with launching BeamNG that were introduced in the previous update
- Improved CEF/UI filesystem implementation
- Made it 10x faster to read data from the disc
- Substantially improved caching
- Lots of invisible cleanups to tackle some long-standing technical debt
- This helps to speed up maintenance and development pace of the codebase
- Improved some error messages that get logged in some cases when our native Linux port fails to launch
- Cleaned up unnecessary presence of level-specific particle emitters in JRI
- Cleaned up deprecated field name
originalName
from emitter data files - Fixed buggy comments present in particles.json, describing incorrect particles
- WIP - Reworking prefabs to improve their performance and usability
- The prefab system is being changed to make prefabs easier to use, more efficient and more robust
- The system, currently called Prefab V2, is still very much a work in progress and has not been finalized
- The system and the data format for the new prefabs will likely change as development continues
- Added a caching system for ImGui font atlas
- Saves about 1s of startup time after the initial launch
- Feature was implemented in v0.36 but was not mentioned in the release notes
- New
assets/
folder- All shared assets used by maps have now been centralized under the new
assets/
folder, eliminating duplicates and outdated resources previously found across maps and in game/art/80% of textures were migrated. Static meshes and the rest of the textures will be moved in a future releaseWhile the migration process is still underway, the total size of game files is larger than expected.
This is due to remaining duplicate files and improperly linked resources that require special attention. - This improves organization, reduces the total game size, and increases asset management efficiency
- New
.link
files have been introduced to keep compatibility with mod file paths - Additional and extensive info can be found in this documentation article
- For modders, more specific information can be found on the official forum
- All shared assets used by maps have now been centralized under the new
Linux
- Fixed an issue with gamepad rumble not working
- Fixed flickering/crashing bug on a combination of mesa, XWayland and high framerates
- User folder is now automatically set to case-insensitive upon creation if supported
- If the BeamNG user folder (
~/.local/share/BeamNG/BeamNG.drive
by default) is located on an ext4 filesystem with casefolding support, BeamNG will try to enable casefolding for that folder during startup for improved performance and better user experience
- If the BeamNG user folder (
- Updated SDL to SDL3
- Fixed native Linux build under gamescope and on Steam Deck™
- Added native Wayland support
- This is not enabled by default, use the environment variable
SDL_VIDEODRIVER=wayland
to force it - Does not support free-standing ImGui windows (upstream limitation)
- To check whether you are running under Wayland or X11, you can check the
Options → Performance → Operating System
menu
- This is not enabled by default, use the environment variable
- Implemented several fixes for borderless monitor switching
- Fixed the append mode of
io.open
failing to create files - Fixed mounting mod .zip files with NotLowerCase filenames on case-sensitive filesystems
- Optimized the VFS lookups on case-sensitive mounts
- It is still preferred to run the Linux version with case-insensitive directories for both the root files and the user folder, especially for mod creators, however performance of case-sensitive directories and mounts has been improved
- Clicking on allowed external URL links now properly opens the browser
- Changed the standard output to have colors by default
- To get back to the previous behavior (no colors), you can use the
-noColorStdOutLog
command-line argument
- To get back to the previous behavior (no colors), you can use the
JBeam
- Fixed an issue where “broken beam” visualization did not report broken beams
Lua API
- Improved VFS API
- Fixed
FS:findFiles
not respecting therecursiveLevels
argument - Added an alias
FS.MAX_LEVELS = -1
to pass toFS:findFiles
for fully recursive search
- Fixed
- Improved the error logs when a modder attempts to pass the wrong type of object to a C++ API that expected a vector or quaternion instead
- Improved the speed of identifying from what mod a file is from
local originArchivePath = FS:getOriginArchivePathRelative(vfsPath) log('I', '', 'getModFromPath(' .. tostring(vfsPath) .. ') -> ' .. tostring(originArchivePath))
Miscellaneous
- Changed ImGui bridge implementation for improved security
- The
ffi.C.ImGui_*
andffi.C.fge_*
set of functions was removed, the Lua wrappers insideui_imgui
module are in most cases compatible without modifications.
- The