To check out the highlights of this release, please head over to this devblog.
Vehicles
- NEW VEHICLE: Hirochi HT-55 Haul Truck
- Rigid frame off-highway 55-ton capacity dump truck optimized for quarry work
- Features a unique orbital hydraulic steering system
- Equipped with hydraulic pump-powered brake system with a front brake lockout option and a manually adjustable hill assist
- Customizable with various optional accessories, including locking differential, rock ejectors, and JATO rockets
- NEW VEHICLE: Hirochi WL-40 Wheel Loader
- Large wheel loader with varying lift capacity that depends on the loader type, chosen attachments, and configuration of the counterweights
- Offers an unique experience with its joystick-operated, articulated hydraulic steering system, rigid front axle with a pivoting rear axle, as well as a functional rimpull control pedal
- Compatible with the Hirochi HT-55 haul truck for loading rocks, marble blocks, and other things
- Featuring a front lift arm with a universal bucket and heavy-duty forks for lifting and moving large marble blocks
- Attachment options include a universal flat-blade bucket, heavy-duty forks designed for loading of marble blocks, and a large, hydraulically-operated log grapple
- Autobello Stambecco
- Fixed several issues with the shelter rear doors that were contributing to instability
- Bruckell Moonhawk
- Adjusted JBeam geometry on front hub for more stiffness
- Cherrier Vivace
- Adjusted DRL’s to turn off when turn signals are active
- Adjusted 160 M configuration to use the 4.187 final drive
- Corrected the position of halfshaft output nodes on the transaxles
- ETK 800-Series
- Improved rigidity of front and rear suspension structures
- ETK K-Series
- Updated Faser logo on the “Race” livery
- Improved rigidity of front and rear suspension structures
- Gavril Barstow
- Changed the final drive ratio of the “Awful” config to 3.37:1
- Gavril D-Series
- Improved suspension mesh alignment on IFS and Off-Road IFS Suspension
- Gavril H-Series
- Improved suspension mesh alignment on IFS and Off-Road IFS Suspension
- Gavril MD-Series
- Replaced the stop sign warning lights on the School Bus with a better fitting model
- Reworked the
MD70 School Bus JATO + Ram Plowconfiguration - less equipped parts, better optimization, should also address performance issues on low-end hardware - Fixed clipping between the box and rear wheels on Ambulance
- Gavril Roamer
- Fixed a minor mapping issue on pre-facelift headlights
- Gavril T-Series
- Tweaked the turbocharger behavior and sounds on I6 and V8 to spool and sound more realistic
- Hirochi Sunburst
- Fixed a conflict between chassis stiffening and rally front suspension, resulting in some nodes becoming lighter than they should be, causing instability with certain parts combinations
- Ibishu BX-Series
- Improved rear suspension mesh alignment
- Common
- Added new sounds to rock loads on dump trucks
- Added pressure limits to vehicle air springs and air/hydraulic bump stops (primarily needed for physics stability during high speed collisions)
- Common tree log load for trucks: implemented many fixes and optimizations and moved to common folder to make it shared across all vehicles
- Materials and textures cleanup
- Converted majority of data textures to grayscale to improve performance and reduce memory usage
- Reduced the texture sizes of many texture maps to reduce memory usage
- Improved the textures of common racing steering wheel 04 to closer match the initially intended style
- Normalized scaling and offsets on 20x9 wheel meshes
- Tweaked the setup for support beam
breakGroupson most vehicles - Fixed several incorrect support beams on common ambulance upfit for Gavril trucks
- Fixed incorrect spelling of “psi” unit on several vehicle parts
- Fixed UV mapping issues on several generic shared halogen lights
- Fixed incorrect rotation of Ibishu Turbo and Steel wheel meshes
- Props
- New prop: Marble Block
- New prop: Rock Pile
- A pile of 100 spherical rocks of varying sizes
- Easy to pick up with the wheel loader bucket, good load for the dump truck
- Remastered Prop: Logs
- Optimized textures
- Completely reworked JBeam structure to address the collision between logs
- Cleaned up variables to make size and diameter shared across all logs
- Reworked configurations to match the sizes of the cargo compartments of trucks in-game
- Increased the maximum allowed log length to 12m
- Added optional rack to make it easier to pick up log stacks with wheel loader log grapple
- De-duplicated files, now every log uses the same JBeam file
- Cinderblock Wall
- Added new sounds
- Reduced weight down to a realistic value
- Concrete Retaining Wall
- Added new sounds
- Large Tires
- Replaced the 3D models with better ones from the new heavy machinery vehicles
- Rocks and Boulders
- Added new sounds
- Shipping container
- Added simplified versions of the 20ft and 40ft variants used on the container trailers
- Improved the opening and closing animation of door handles
- Trailers
- Log Trailer
- Flatbed Trailer
- Added marble block load
- Added haul truck tire loads
- Container Trailer
- Simplified containers and removed interior by default (for optimization)
- While the full detailed containers are still available, they are no longer used by default as their performance implications are not suited for regular gameplay
- Simplified Traffic Vehicles
- Updated the lights on Soliad Wendover to use the new baked versions
- Fixed various inconsistencies on glowmaps, mostly concerning the common utility light material
- Fixed a missing region field in Cherrier Vivace’s info files
- Fixed transmission assignment on Cherrier Vivace and Bruckell LeGran (was using manual transmissions, while all other traffic cars used automatic)
- Walking Mode
- Added translation support for input actions
Levels
- Italy
- New Area: Marble Quarry
- Features specific heavy machinery gameplay and several new missions
- New Area: Marble Quarry
- Reduced asset storage usage by 33%
- Fixes & Improvements
- Fixed several material duplicates
- Some minor fixing on decalroads
- Fixed various floating trees and rocks
Gameplay
- Updated the Crawl mission type
- Missions now use the same system as the Freeroam Crawl system
- Added new Flowgraph nodes related to the Freeroam Crawl system
- Crawl trails created using the Crawl Data Editor (F11 → Windows → Gameplay → Crawl Data Editor), which are used for the Freeroam Crawl system, can now also be used for Crawl missions
- Drag Race System Improvements
- New editor and data structure for the drag races
- Now, the data is more modular and reusable, avoiding duplicated data for each drag mission and Freeroam drag strip
- Rally Mode (experimental):
- Added “Survivor Pace” timing for individual rally stages
- To combat our natural tendency to treat individual rally stages in a simulator as a hotlapping competition, we’re introducing this new simple concept
- Survivor Pace will evaluate your last few attempts, including any DNFs you suffered, and compute a final time based on them.
- The goal of Survivor Pace is to incentivize finishing the stage even when you’ve made mistakes. It leads to smarter risk management, with your sights set on the long run, rather than on that one, lucky fast run. It favors those who avoid crashes, and those who may crash but won’t give up until crossing the finish line
- We’re curious to see the reception of this idea, and what effect it has on the competitive side of our community. As usual, we’ll be happy to hear your feedback, tweaking and improving the feature based on your suggestions
- Added “Rally Loop” Mode
This feature is currently experimental. You may see various bugs, and it’s missing polish and some elements we had no time to implement yet. That said, we hope you’ll enjoy this sneak peek of what’s to come.
- With “Rally Loop” we’re introducing a novel feature which lets you better simulate the life of a rally driver throughout a regular day in rallying
- This experience starts at the service park
- You’ll need to reach various time control points, where your Time Card will be filled out
- You’ll be driving the liaisons between stages, having to carefully follow the official schedule
- Always keep an eye to avoid penalties due to early or late arrivals, or due to exceeding the speed limits on public roads (traffic not yet implemented in this version)
- And of course you’ll have to complete the rally stages as fast as your skills allow
- Eventually you’ll be driving back to service park… if you managed to survive this far!
- A Rally Loop calls for an interesting and unusual mix of mentalities - jumping from an adrenaline-filled run on a stage, back to a calculated and more careful driving approach to reach the next one
- Rally Settings
- Added new Reset Budget setting used by the Rally Loop feature
- Reset Budget is the number of vehicle recoveries allowed. This will move your vehicle back to the road and repair it
- When using the Hardcore settings preset - will set your Budget to zero, and grant you the coveted NGRC badge
- Start Line Staging
- During the Rally Loop, you must stage your car at the start line of each special stage
- This is a skill that must be mastered to progress in your rally driving
- Position your car as close to the line as possible, hold the handbrake, and wait for the countdown!
- Clock Skipping
- Since simulating a realistic rally schedule requires a lot of waiting around, we offer a Clock Skip feature to help ease your boredom
- If you are within 50 meters of a Time Control with the vehicle stopped, a Clock Skip notice appears. Performing this action advances the Event Clock forward to your Due Time so you can avoid an early penalty without having to wait
- If your vehicle is Staged at the start line, you can also perform the Clock Skip to advance the event clock to the 10-second mark of your countdown
- With “Rally Loop” we’re introducing a novel feature which lets you better simulate the life of a rally driver throughout a regular day in rallying
- Added “Survivor Pace” timing for individual rally stages
User Interface
- New Freeroam Selector
- The Freeroam selection UI has been replaced with a multi-step wizard that lets you set up the Freeroam session as a whole
- Select the location, then the vehicle, then options such as traffic and time of day
- It uses the previously introduced new grid selector to let you choose a spawn point, and comes with similar features (search, display options, etc.)
- It saves the last used location, vehicle and settings
- You can skip the selection steps and load directly into Freeroam by clicking the button on the bottom right
- Legacy
default.pcvehicle Rework- The “Default Config”, “Default vehicle” or
settings/default.pcis the vehicle that spawns after you selected the location in the Freeroam selector in the previous version of BeamNG.drive - This system is being reworked as we’re making changes to how you start into Freeroam before you’re actually loading the map
- The “Default Config”, “Default vehicle” or
- Using your previous
default.pc- The
default.pcthat you used before updating will be available in the vehicle selector in the “favorites” group - You can change this (and if the favorite group should be shown at all) in the display settings tab in the top right of the vehicle selector
- The
- Managing your own configs
- We also removed the “Save default” and “Load default” vehicle buttons under the “Advanced” tab and replaced them with a “Save & Load” button that brings you to the Vehicle Configurator
- This way, you can modify and save your vehicles as individual configs
- This will create an entry in the Vehicle Selector menu (in the “Recent” group)
- You can also favorite it by selecting the entry and then clicking the star icon in the top left corner of the detail preview
- Reworked “Use Traffic in Freeroam” setting
- Previously, you could set traffic to automatically spawn in Freeroam using the option under Settings → Gameplay → Traffic
- This setting has been moved into the Freeroam selection UI under the Options step
- You can now select between 4 modes: Disabled, Parked Only, Normal, and Police
- This option will be disabled if the map does not support traffic
- New Gameplay Selector
- Added a new “Gameplay Selector” that works similar to the vehicle selector added in the previous update
- It lets you select from challenges, scenarios, or campaigns
- Replaces the old scenarios and campaigns menu with shortcuts to the new gameplay selector with preset filters
- Added a new binding for activity prompt
- There is now a new binding called
Interact with Gameplay(available under theGameplaybindings category) - It’s used to open activity prompts (i.e. challenges, computers in career, etc.)
- This was done in order to prevent opening pause screen when you try to start the mission/scenario/activity, also used to skip time in the Rally Loop
- There is now a new binding called
- Overhauled Input Hints App
- Implemented different style and behavior
- Moved the app to the top right of the screen
- Added new tiles to display certain vehicle-specific actions
- Added a button to show/hide the app
- Overhauled Tacho App
- Improvements:
- Cleaned up the code
- Gauge tickmarks are now generated procedurally (no longer limited to 14 fixed items)
- Fixes
- Fixed an extra tickmark with an incorrect label when switching from EV/high‑RPM vehicles (>13k RPM) to another vehicle
- Fixed an issue with Tacho disappearing after switching to the driver camera mode
- Behavior changes
- For vehicles with max RPM < 4,000 - RPM marks are shown in hundreds
- For vehicles with max RPM > 15,000 - RPM marks are shown every 2,000 RPM
- Supports engines beyond the previous 14‑mark limit; very high redlines (e.g., 30,000 RPM) now display correctly
- Improvements:
- Improved the binding assignment menu when assigning buttons to specific axis actions (WIP, for now available only for wheel loader and dump truck)
- Updated controls display to allow multiple bindings to be shown when necessary; for example, buttons for normal and inverted direction on axis action
- Added a combined app for tasklist and messages to better manage the screen-estate
- Reworked or removed several warnings that appear when your hardware does not meet the minimum requirements:
- This system is now less intrusive and more lenient when your hardware is close to the required specifications
- Brought back instructions on how to disable the warnings (this line of text was invisible in previous versions due to a bug)
- UI Navigation
- Decoupled
UINav, splitting it into dedicated modules for improved event handling, focus management, and DOM-like bubbling support - In scoped navigation, fixed event propagation issues, added
preferAutoFocusflag, and made autofocus delay configurable for better controller interaction
- Decoupled
- Loading Screen
- Implemented a new Vue-based loading screen system, which replaces the legacy loading and fade screens
- Updated Lua loading pipelines to improve loading/fade stability
- Added logic to pre-show the loading screen for smoother transitions between game states
- Development
- Updated NodeJS packages
- Optimized UI build process and asset management to significantly improve build speed and prevent asset duplication
- Implemented UI-side stream coordinator, to prevent situations when incoming data streams overwhelm UI; this helps with UI lag accumulation over time in complex cases
- Improvements in the UI backend for slightly smoother animations, while keeping the same refresh rate
- Added a picture for PlayStation controller input layout to Quick-Start Experiences
- Changed several outdated hint messages for Xbox controllers
- Fixed an issue with first clicks not being recognized when navigating with a controller and then selecting with a mouse in the Vehicle Selector menu
- Resolved a mods loading issue that could occur if the mods were loaded too late to initialize when in main menu
- Fixed a bug where the repository menu got confused with whether mods were working normally, or if mods were disabled due to a major update - it will no longer show both menu elements simultaneously
- Fixed a bug where the Repository button in the Main Menu did not adopt the red background after mods were disabled due to a major update
- Fixed missing “Camera Mode Changed” notification in the messages app when switching to the driver camera mode
- Fixed “Escape” behavior when in a gameplay marker
- Prior to this fix, pressing the pause button while being in a mission marker, would bring up said mission’s details, instead of the pause menu
- Updated official translations
Early Preview: Career Mode
- New price negotiation feature when buying or selling vehicles
- Players can now negotiate prices directly with private sellers through an interactive offer system that reacts to both market value and seller patience
- Each counteroffer dynamically updates based on how far your bid strays from the seller’s asking price, with a visible patience meter for tension and realism
- Updated Vehicle Shopping menu
- Rounded, more realistic prices for vehicles when buying
- Now, vehicles will appear as “Sold” in the list only if you’ve previously viewed them; and you will be notified when a vehicle you were interested in was sold
- Now, dealerships add different amounts to the market price of vehicles (shows market price next to the offer price of dealerships)
- Added new in-between menu to select a dealership
- Fixed an issue where the vehicles in a dealership weren’t filtered correctly based on the manufactured year
- Various changes to the dealership filters
- Increased models variety in all dealerships
- Revamped the Insurance System
- After reviewing the community feedback, we’ve decided to re-introduce a more complex and realistic insurance system, while keeping its intricate mechanism optional for the non-interested players
- New insurance features
- A vehicle falls under one of these 3 insurance classes:
- “Daily driver” for the casual vehicles,
- “Prestige” for the exotic vehicles,
- and “Commercial” for trucks, buses and other commercial vehicles
- Each insurance class has 3 providers you can insure your vehicles with. These 3 providers have a different set of perks that offer you certain advantages, including: refueling discounts, free roadside assistances, cheaper repairs, cheaper premium, etc.
- The player can change the insurance provider for any vehicle to better suits their needs
- A Premium (renewal cost) will be paid every 100 kilometers of driving under one insurance provider. Such as if two vehicles are insured under “Drive Guard”, one is driven 50 kilometers and the other 51 kilometers - the premium will be paid
- The higher the total cost of the insured vehicles under a specific provider is - the higher the premium will be
- “Multi-vehicle group discounts” tiers can be reached by having more expensive vehicles insured under one provider. This discount will lower the Premiums of said provider
- The “Driver Score” is now one value from 0 to 100, shared across all providers, that directly affects the Premium. The lower the driver score - the more expensive the Premium will be. It will be negatively affected with each Insurance Claim, and positively affected when not submitting any insurance claims for a while
- It is possible to have uninsured vehicles. Meaning that driving such vehicle will not trigger any premium payments, will not benefit from any perks, and the player will have to cover the full cost of repairs
- The player can customize the coverage options of their vehicle policy, or the provider’s coverage to decrease the coverage costs, or increase their coverage
- A vehicle falls under one of these 3 insurance classes:
- Delivery System updates
- Added a new minor tutorial at the beginning of the delivery gameplay - deliver a tutorial package and a tutorial vehicle before unlocking Parcel Delivery and Car Jockey
- Split Materials delivery into its own skill within the Delivery System
- When delivering cargo, you can now get bonus money and rewards if you park the vehicle correctly; if you do a horrible job, you’ll get a penalty instead
- General improvements and fixes
- Added a skidpad test to performance assessment to evaluate the cornering ability
- Added the ability to set a custom price when listing a vehicle for sale
- Fixed an issue with the “Back” button leading to the wrong screen in many cases across the computer menus
- Updated the style of various career menus
- Computer and its submenus
- Progress and its submenus
Missions
- Added new missions
- New mission - Garage to Garage in the Quarry
- New mission - Marble March
- New mission - Trailer Ferry
- New mission - Quarry Loop
- New mission - Worksite Wheeler
- New mission - Switchback Shuffle
- General mission balance and improvements
- Adjusted vehicle layout for the “No Way Out” Evade mission on Italy
- Now this mission is harder to complete; good luck!..
- Fixed missing audio in “Gavril Jump Course”
- Adjusted vehicle layout for the “No Way Out” Evade mission on Italy
Input & Force Feedback
- Fixed an issue with vehicle triggers activation on gamepads while in walking mode
- Improved oversteer assistant on a wider range of vehicles: this makes it easier to find out “will it drift?” with heavy machinery, because we know you…
- The steering component of vehicles can now override certain steering and FFB settings if needed
- This is useful for heavy machinery vehicles that feature joystick steering in real life, while our sim assumes steering-wheel behaviors by default (joysticks guide the steer velocity, while steering wheels guide the steer angle)
- For modders: you can now use
steeringAutocenterEnabledandlowspeedCoefFFBin your steering JBeam hydro, to override “Hold steering at low speed” and “Reduce strength while parked” respectively. Setting tofalsewill force-disable the setting, setting totruewill force-enable the setting, and omitting the variable will respect the setting chosen by the user. Please do not use this feature unless it’s truly needed.
- Improved safety checks on the force feedback setting “Update Rate”
- The force feedback system is now guarded to operate within safe update rates. Now, if anyone has picked a too high force feedback rate, then force feedback feel and framerate may improve
- For example, if our heuristics have detected that your steering wheel cannot accept 2000Hz, but you had explicitly picked that value, now the FFB system will automatically reject your choice and fall back to a safer rate
- For many steering wheel models, picking an excessive update rate will trigger incorrect behaviors - from worse force feedback feel, to input/FFB lag, to low framerates or worse. Diagnosing such issues is often difficult and elusive. Their relation to an incorrect setting is often misunderstood by the user, or goes unnoticed. Forcing a better (lower) update rate will improve the situation in those cases from now on
- Added extended support for DualSense® wireless controller and DUALSHOCK® 4 controller
- Vibration (also for DUALSHOCK® 4)
- Trigger Vibration
- Light Bar
- Supports USB and Bluetooth
- Added default bindings for all PS5 gamepads, including:
- DualSense Edge™ wireless controller
- Access™ Controller
- Any third party PS5 game pad
- Settings can be changed under Options → Controls → Vehicle → Steering (axis/mouse)
- Support Hints
- We recommend turning off any software that emulates a different controller when using a PS4 or PS5 gamepad (like Steam Input or DS4Windows)
- All supported PS4 and PS5 controllers now share a common action binding file similar to how all xinput controllers share one binding file
- We recommend keeping your controllers up to date with the latest firmware to prevent any issues with functionality. You can update your DualSense controllers on your PC using this software: https://controller.dl.playstation.net/controller/lang/en/2100004.html
Vehicle Systems
- Powertrain
- Hydraulics
- Added “bypass” valve type to hydraulic cylinders
- Added “regen” ability to hydraulic cylinders
- Optimized hydraulic cylinder updates for better stability and performance
- Improved stability of hydraulic cylinders by using the
virtualMassproperty ofactuateBeam() - Fixed hydraulic pump relief flow not working correctly
- Hydraulic pump stall protection is now adjustable in JBeam
- Engine pre-heat temperatures now adjust based on thermostat setting
- Fixed an issue where setting extreme brake bias value negatively affected parking brake performance
- Hydraulics
- Controller
- Implemented support for pump-driven hydraulic brakes
- Brake pressure availability depends on engine running
- Without available brake pressure, parking brake applies automatically
- Supports setting of independent rear axle “hill-assist” brake support
- Supports front axle brake lockout
- Brake lines support damage, leading to no available brake pressure
- Implemented support for “rimpull” pedals
- Used to adjust torque delivery to wheels for a smoother operation
- Independent of torque delivery to hydraulic systems
- Works by adjusting how much torque the torque converter transmits
- Fixed an issue in the driving dynamics suite where low-speed expected yaw rates were not calculated correctly
- Fixed ETK I-Series boost display not working with per-gear boost levels
- Added ability to unlock fifth wheel from the Radial Menu
- Added ability to deactivate wheelslip/jump shift prevention from JBeam
- Implemented support for pump-driven hydraulic brakes
Audio
- Added new engine sounds for the Hirochi HT-55
- Added new wheel loader bucket impact sounds
- Added new rock pile and brick wall impact sounds
Game Engine
- Improved how major updates handle your user folder data:
- Following
our previous announcement, BeamNG.drive v0.38 includes the second and final round of improvements for user folder changes TLDR Major updates are simpler, without the old “migration” dialogs. Instead, the cache is cleaned and mods get deactivated once, that’s all.
- For more information, see the additional details:
- Mods will be temporarily deactivated after a major update, as usual. This gives the modding community time to ensure their mods work on the new update. This way modders won’t receive excessive bug reports, while regular users will suffer fewer issues in the meantime.
- A user folder cleanup (a “cache clean”) will take place whenever a major update is detected:
- Unlike the migration system, this cleanup happens even if you skip the Launcher.
- Unlike the migration system, this cleanup is not Windows-specific, so Linux users can benefit from it too.
- The old “User folder migration” system is therefore not used anymore - not unless you updated from v0.36 or even older versions.
- The repository menu will now shows a very brief and more readable summary of the above points.
- Following
our previous announcement, BeamNG.drive v0.38 includes the second and final round of improvements for user folder changes
- (SteamDeck-only) Implemented cloud saving for most of your data
Important: This feature applies to Steam Deck installs only for the time being, as part of a progressive roll-out. Other platforms will follow next year. If you are not playing on Steam Deck, you won’t enjoy cloud saving for now.
- A subset of your data can now be saved in the cloud, including settings that are not machine-specific, vehicle configurations and others
- In addition to normal cloud saving, “dynamic” cloud saving is available on Steam Deck: your files get synchronized not only when you launch our sim, but also when suspend your Steam Deck console
- Supported platforms as of Q4-2025: only Steam Deck with Proton and Steam Deck with our native Linux port
To prevent running out of cloud storage, files that are typically big will not be synchronized (such as replays, mods, screenshots and others).
For modders: If your mod stores data or settings, you can follow these guidelines:
- Machine-specific settings that must not be shared across computers: you can use
/settings/folder - Machine-agnostic settings or data that can be shared across computers: you can use
/settings/cloud/folder and/or/saves/folder
- Machine-specific settings that must not be shared across computers: you can use
- Rich Presence
- Fixed an issue with the vehicle name not clearing when no vehicles are loaded
- Improved Steam timeline markers - removed fake duration for one-shot events, added duration for airtime
- Fixed crash on exit if the scene is not properly cleared
- Fixed a crash to desktop that could happen during shutdown if certain files have been modified a split second prior
- Fixed a rare crash to desktop that could happen while checking the availability of online providers (such as Steam and Epic)
- Reduced the chance of mis-identifying a GeForce NOW™ computer as a regular computer
- Added new command line flag
-dont-grab-window-focusto help automating multiple runs in the background during automated testing/development - Included
terrainMaterialCachewith the game to reduce the load times and improve the first-run experience - Updated Steamworks SDK to 163
Rendering
- New shadow filtering
Vehicle AI & Traffic
- East Coast USA road drivability adjustments
- Reduced drivability value on several roads for consistency
- Applied a new algorithm for traffic density which will spread out the vehicles more on isolated or rough roads
- Fixed loading issues with traffic when the traffic is queued while the level is still loading
- This should address situations where the traffic vehicles would never respawn
- Added vehicle collision data to internal event hook
- Fixed an issue with traffic region filtering when a vehicle has multiple regions
- Improved AI behavior to prevent traffic vehicles from hitting the side road objects by cutting the corner during sharp turns
- Improved AI Racing Logic
- Work in progress improvements for opponent awareness and tracking
- Work in progress improvements in overtaking decision making and overtaking behavior
- Reduced garbage generated by trajectory planning
- Improved performance of trajectory planning
- Reworked trajectory planning discretization scheduler to be adaptive to vehicle speed and planning distance
- Improvements for the Traffic Manager tool for lane-aware and road-direction based spawning
- Single spawn: perform lane-centered and road direction based spawning, with camera direction fallback;
- Group spawn: based on the road direction, with camera fallback;
- Support off-road spawning, by preventing off-road spawn request to end on adjacent road due to proximity
- Fixed vehicle spawning on the fail of random paint
- Added a fallback condition for random vehicle color fail to default paint or white color
- This check applies to single vehicle and to group spawning
- It also prevents erroneous traffic spawning when the randomized paint option isn’t compatible with a vehicle
- West Coast, USA: converted a road to gated
- A
decalRoadset asgatedRoadon the West Coast Beach area to prevent traffic driving across this unfriendly terrain
- A
- West Coast, USA: converted a road to one-way
- Changed a two-way navigation graph road to one-way
- This narrow middle road in the highway no longer hosts dangerous oncoming traffic, and only assists vehicles to depart from the main road, as intended by the road’s placement
- Fixed issues with police spawning in traffic on East Coast, USA
- For traffic spawning with police on East Coast map, there was a possibility of spawning an unintended for USA maps
gendarmeriepolice vehicles if theUse smart selection of vehiclesoption was activated; this issue has been resolved - Related to that, there was a spawning issue with the BX-Series police vehicles; we’ve now addressed it and corrected the typo in the config name
- For traffic spawning with police on East Coast map, there was a possibility of spawning an unintended for USA maps
Physics
- Fixed objects triggering impact sounds upon the first spawn
- Improved per-section damage tracking
- Fixed extreme slowness of static collision processing with certain maps
- Added
pressureLimitandpressureLimitPSIparameter to pressured beams; this allows to cap the maximum internal pressure of these beams - Fixed physics instability that could happen when pressured beams were compressed excessively and had a
volumeCoef> 1
World Editor
- New Tool: Audio Ribbon Editor
This feature is still WIP!
- A new tool that allows users to create dynamic audio events for maps (rivers, forests, canyons, coasts, etc.)
- Check documentation to learn more
- New Tool: Asset Deduplicator
- Designed to reduce the level’s size by replacing duplicate assets in the current level with lightweight links to existing assets (from base game content and, optionally, other mods)
- Replaces each selected file by deleting it and writing a
.linkfile that points to the chosen target - Requires unpacked mods for write access
- Shows a post-action summary with a detailed list of linked files or failures
- Includes two comparison modes
- File hash comparison (recommended): Matches assets by SHA‑1 content hash; guarantees identical content
- File name comparison: Matches by filename only, may pick non-identical assets; manual review is required
- Offers Preview of Changes
- Features side-by-side texture comparison
- Decal Road Editor
- Mission Editor
- Added
Vehicle Filtering Editorfor Garage 2 Garage mission types- This new integrated editor allows generation of configurations lists through the use of filters as well as manual addition/removal of specific configurations
- The filters also support probabilities for generation of improved procedural lists
- Added
- Building Architect
All features are still WIP and require further testing!
- Added new elements:
- Plinth toggle
- Roof cornice toggle
- Pilaster toggle
- Improvements:
- String Course now offers corner modules
- Added new elements:
- Rally Editor
- New Tool: Corner Measurement
- New Tool: Spline-based Driveline
- Main Toolbar
- Level Validator
- Added
Ignore Objectbutton which allows to permanently ignore intentionally floating objects in the scene - Implemented major performance improvements for
Delete Duplicatesaction (but no longer supports reverting changes with Ctrl+Z) - Fixed errors that could occur while deleting floating objects
- Excluded objects that are meant to be transient from the checks
- Added
- Material Debug Visualization
- Improved Material Editor user experience
- Added texture validation with error reporting Performs checks in real time for texture sizes, formats, assignment and naming, and reports issues in the material editor window
- Added ability to pick an object to show its materials
- Added texture memory size estimates
- Added ability to check which objects are using the selected material
- Added ability to open textures and materials in file explorer
- Improved Resource Checker
- Improved Terrain Painter user interface
- Fixed issues with drag-and-drop in several editor tools
Flowgraph Editor
- Created new nodes:
Road Properties,Route Position, andGet Navgraph Route- Related nodes were also updated
- It is now possible to link
Closest RoadtoRoad Propertiesto get many useful properties
Virtual Reality
- Added a new setting
Force horizon lock in Driver camerato reduce the discomfort during rollovers, stunts, and other similar situations- For convenience, this new setting is also shown under the Camera options menu
Launcher
- Fixed incorrect translations in the Language selector submenu
- Fixed folder cleanup tool (
Clear Cache) moving away user’s console history and default vehicle configuration to a backup; now they will remain as-is - Fixed folder cleanup tool (
Clear Cache) crashing to desktop when the Windows language was set to Chinese, and at the same time the Windows settingLanguage for non-unicode programswas no longer t - Fixed an issue with
Open user folderbutton opening the parent folder instead of thecurrentfolder
Cameras
- Added
Lock pitch to horizonfor “Driver” camera, complementing the existingLock roll to horizonsetting - Increased how high the “Driver” camera can look up, to make more clickable controls accessible while driving heavy machinery
Replay
- Fixed vehicle damage persisting from previous sessions during replay playback
- Fixed glitches with prop rotation during replay playback (for example, steering wheels snapping to incorrect angles)
Linux
- Fixed force feedback to be properly disabled while the game is paused
- Fixed lighting glitches caused by a bug in the light sorting algorithm
- Fixed process hanging after resize on Nvidia GPUs
- Improved mouse locking
- The Lua callback
onMouseLockedis properly called now and mouse position should be restored after exiting mouse lock
- The Lua callback
- Fixed forest brush not respecting size in World Editor
- Updated SDL dependency
- Fixed an issue with older career save files loading instead of the newest ones
JBeam
- Added a new debug visualization for showing node clusters (accessible with
Ctrl+M)
- Added functionality for
triggers2to use inverted bindings- Can be utilized by adding
"isInverted": trueto the trigger link - For example:
["liftArmDown","action0", "wloader_liftArm", {"isInverted": true}]
- Can be utilized by adding
- For performance reasons, the Vehicle Selector UI no longer updates in real-time upon modifications to the JBeam files
- Added a
Show Highlightedswitch under beam/node debug visualizations which toggles the display of highlighted beams/nodes - Added a node <-> triangle self collision detector
- Detects nodes and triangles that are in constant contact with each other within a vehicle, which impacts performance
- Available under Vehicle Editor Shift+F11 → Live Editor → Apps → Node Triangle Self Collision Detector
Lua API
- Reduced garbage when accessing level objects using C++ APIs
- Hardened several Lua functions for improved security and reduced crashing
- Hardened LuaJIT debug module functions
- Added new function for reading files into string buffers
- Use
io.readFileToBuffer(filename, buffer)to load contents of a file into a string buffer - This is useful if you want to avoid LuaJIT string interning and do not need the contents to exist as a string
- Use
- Added
onPreVehicleSpawnedhook that is called beforeonVehicleSpawnedhook is called - Added exponentially weighted least squares line fitting filter
- Improved
getPointNodePathpath planning function- Improved
getPointNodePathpath planning function to more accurately estimate the distance of the source node to the target position (and vise versa) by taking into consideration the width of navigraph edges
- Improved