To check out the highlights of this release, please head over to this devblog.
Vehicles
- NEW VEHICLE: Cherrier Percheron
- Full-size European cab-over semi truck from the early 2000s
- Our most interactable vehicle yet, featuring a full complement of internal and external features to play around with
- Interior lighting, door lights, a night light, and a functional sunroof with a sunshade
- Openable storage lockers, front fascia panel, left side spoiler panel and foldable side skirts to access fuel tanks
- Features an all-new hydrodynamic retarder
- A sustainable braking device used to prevent brake fade on long descents
- Available in two power outputs, it can generate up to 600kW of braking force at maximum rated speed
- Most effective at higher speeds: the lower the speed, the less effective it is
- Connected to the engine cooling loop, so overusing the retarder can overheat the engine
- Highly modular, available as a fifth-wheel tractor or a rigid with a selection of upfits
- Platform upfit configurable as a flatbed, or an insulated box
- Concrete mixer upfits in multiple sizes
- Interactable tanker upfit with custom liveries, available as a fuel and a foodstuffs tanker
- Available in three cab sizes: S, L and XL
- S is a day-cab with a low roof for daily and vocational use, while L and XL both include a sleeper bunk for longer trips
- Suspended separately from the frame with coil or air springs on all 4 corners of the cab
- Can be unlatched from the interior and tilted electrohydraulically using the control panel on the rear right corner of the cab
- Available in five frame lengths, from 6.17m to 9.80m
- Offering various types of air- and leaf-spring suspension options
- With axle configurations ranging from 2 to 5 axles, it offers more than 50 unique chassis setups
- From road-going 4x2 frames to 8x8 all-terrain setups
- Powered by a 12.8L Turbocharged I6 engine ranging from 310 to 500hp
- Mated to a 12-speed manual, or a 7-speed automatic transmission
- Autobello Piccolina
- Added fading to gauge lights
- Fixed behavior of 6-speed race manual shifter
- Replaced air filters on Drag configuration - old ones were clipping with the firewall on launch
- Fixed missing transmission mounts on the SBR4 transmission
- Narrowed the track width 1.5cm per side for standard suspension, 1cm per side for wide track suspension
- Bruckell Bastion
- Fixed missing parts: rear bumper support, rear undertray, hood latch
- Added a trigger to change the ESC mode
- Fixed missing ignition coils on some engines
- Improved rear seat mounting
- Increased the strength of front wheel attachment
- Updated Engine, Transmission and Body physics structure to reduce likelihood of engine and transmission clipping into passenger compartment in crashes
- Bruckell Nine
- Added Statue load option to pickup bed
- Replaced dedicated headlight trigger logic with generic one
- Increased the strength of custom IFS steering and suspension arms
- Fixed steering boot wobbling after tie rod breaks
- Burnside Special
- Fixed nitrous not working on the Gasser configuration when equipped
- Made vintage seat mounts taller for higher sitting position
- Cherrier FCV
- Added option to select between the race and drag switch panel on the race dashboard
- Added race door panels to the appropriate configurations
- Fixed front undertray clipping visually with raised front suspension variants
- Added Student Driver configuration to the Vivace, with a new skin, roof sign, and additional pedals for the instructor - mechanically connected to main pedals so they move together
- Improved rear seat mounting on Vivace and Tograc
- Fixed mismatched final drives and incorrect exhaust on Ardente 190D Comfort config
- Fixed ICE Gauge gear indicator having a weird offset
- Fixed Gauge Speed text clipping in some configurations
- Corrected the brake bias on the Ardente by adding unique rear brake parts rather than sharing with the Vivace
- Fixed the Ardente hood breaking apart when the retractable spoiler is torn off
- Civetta Bolide
- Reduced FFB strength of 320 GTR Group 5 config
- Increased the rigidity of the front wheel hubs
- ETK 800-Series
- Improved rear seat mounting
- ETK I-Series
- Fixed missing 3D model of the engine mounts
- Fixed race and rally front coilovers looking different than the rear ones
- ETK K-Series
- Fixed incorrect door panels on Trackday configuration
- Fixed missing fog lights trigger
- Fixed missing option to add the rear bumper sport trim
- Gavril Barstow
- Fixed the big block engine using an incorrect 3D model for the heavy duty long block
- Gavril Bluebuck
- Updated gauge glass material to PBR
- Fixed the big block engine using an incorrect 3D model for the heavy duty long block
- Reduced fuel capacity so that it matches the visual capacity of the fuel tank 3D model
- Added vintage racing seat to custom configurations
- Improved racing seat mounts
- Removed a lot of unnecessary weight from the Drag configuration
- Gavril D-Series
- Added Statue load option - without concrete base on standard bed, with concrete base on flatbed
- Fixed center high mounted stop light not being equippable in career mode
- Fixed racing seat bases not being attached to anything
- Added option to select between wood and metal flatbed floor
- Fixed the facelift interior using the incorrect turn signal stalk
- Fixed radiator clipping with the I6 engine
- Fixed some missing parts on the ‘SuperPig’ configuration
- Fixed Diesel Drag config not being able to start its engine up after being turned off
- Gavril MD-Series
- Added Statue load option - without concrete base on standard bed, with concrete base on flatbed
- Fixed broken armored truck livery
- Gavril Roamer
- Fixed the missing tailgate light guard on the facelift tailgate
- Fixed radiator clipping with the I6 engine
- Gavril T-Series
- Reworked concrete mixer upfit controls
- Added Statue load option to flatbed and cargobox upfits
- Converted T84S Destroyer configuration to T83S layout for optimization purposes
- Fixed misaligned chicken lights on the front bumper
- Gavril Wentward Bus
- Added retroreflective tape to school bus skins
- Fixed interior glass reflecting the road
- Fixed rear door trigger showing an incorrect label
- Added retroreflective properties to bus reflectors
- Fixed incorrect cost of some parts in career mode
- Reworked physics structure of the rear bumper
- Implemented a lot of optimizations that shouldn’t affect gameplay but should reduce the FPS drop with multiple school buses spawned
- Ibishu BX-Series
- Fixed missing option for having USDM front turn signals on the fixed headlights front end
- Fixed race and rally coilovers using the 3D model for the stock struts
- Ibishu Covet
- Added option for the common digital gauges on the race dashboard
- Added more customization options for the front lip
- Fixed missing 3D model of the steering rack
- Fixed rally mud flaps making plastic impact sounds when driving on bumps
- Ibishu Hopper
- Fixed rear glass being invisible from the inside
- Fixed instability issues with the floor on the Crawler body
- Tweaked rangebox trigger position
- Added door panels to “Trackday” config
- Ibishu Miramar
- Fixed gauge needles not lighting up with the rest of the gauges
- Added Statue load option to ute body
- Ibishu Pessima (1996)
- Added alternative custom muffler - fits the stock rear bumper
- Fixed missing shock reservoirs on the touring car
- Ibishu Pigeon
- Added Statue load option
- Fixed naming on the cargo load box slots
- Ibishu Wigeon
- Fixed missing brake booster and fluid containers
- Added battery in the rear cargo compartment
- Left sandbag was moved to fit with the battery and removed from factory configs, as the battery already does its job of offsetting the car’s weight to account for the driver
- Fixed driver seat attachment being less stiff than passenger seat attachment
- Soliad Lansdale
- Fixed windshield interior glass becoming very reflective when broken
- Added two-tone early front grille option
- Added alternative early side skirts option
- Fixed late black body trim missing one piece on the trunk
- Added late chrome trim option
- SP Dunekicker
- Fixed missing spare driveshaft
- Fixed missing rear right shock reservoir
- SP Rockbasher
- Reworked input actions and triggers to be controller-friendly
- Reworked deformation of the dashboard
- Fixed small missing parts issues
- Common
- Police parts
- Added front sign to EU light bar with alternative text
- Reworked modes of EU light bar and flashers: removed incorrect Chase mode, made front and rear sign their own modes
- Shipping containers
- Limited the number of containers you can stack on top of each other via parts selector to 5
- Fixed 40ft cargo container being unstable when attached to some things
- Updated all vehicle light materials to have different emissive intensities depending on each individual light’s functionality
- Updated a common halogen light material to use nits that was missed previously
- Fixed common orange offroad lights being yellow, not orange
- Fixed inverted normal map on truck load props
- Added triggers for parking brake to all vehicles
- Moved a lot of truck control actions from individual vehicles to common for easier maintenance
- Fixed missing subCategory for a bunch of cargo load box variables
- Logs load: Made logs flammable again
- Re-adjusted light intensity for realistic falloff on LED bulbs, incandescent bulbs, and EU/US lightbars.
- Adjusted license plates retro-reflectivity
- Reworked stiffness of common racing seats for better attachment on cars
- Improved German license plate design
- Made fuel tank node’s beams breakable to prevent the nodes from becoming a possible anchor
- Refined the overall drag and lift of most vehicles
- Added ETK 19x9 wheels as options for rear axle fitment
- Added Dreid C50 15x7 wheels as options for rear axle fitment
- Addressed mismatched JBeam properties between various wheels and tires on front vs rear axles
- Fixed Sport Plus 2R tire meshes having the wrong side facing outward
- Police parts
- Props
- New prop: Tyrannos Dinosaur Mascot
- Bollard
- Limited maximum number of bollards you can equip in the parts selector to 5
- Trailers
- New trailers: FPU European Truck Trailers
- New range of semi and rigid trailers to complement the Percheron
- Includes platform upfit available as a flatbed or an insulated box
- Two sizes of fuel and foodstuffs tankers with unique liveries
- Modular construction with various axle layouts
- Features a passive steering axle that casters during driving and locks during reversing
- Large Spinner Trailer: New name, was previously just Large Spinner
- Tilt Deck Trailer: Fixed broken shipping container load
- Added livery designs for tanker and box truck
- Added a Muhten Tag brand (milk brand) for box truck and milk tanker
- Added an Apex design for fuel tanker
- Added a Montevalle design for Fifthwheel and Flatbed
- Fixed and balanced very high price values for various trailer parts
- New trailers: FPU European Truck Trailers
- Walking Mode
- Added Tuning menu variables for player walking speed, friction and torque
- Simplified Traffic Vehicles
- Added simplified driver mesh to all traffic vehicles when occupants are enabled
- Added driving school variant of Cherrier Vivace to traffic
Levels
- Common
- Fixed alpha blending on the common glass material
- Assets, Materials and Art Common Folder
- Did a major cleanup pass across maps and art/common to remove duplicate materials and textures and fix broken texture links
- Updated different old materials and removed old and unused ones
- Fixed some common props collision meshes
- Updated links in different maps
- Optimization of foliage soft collision
- Simplified soft collision meshes on almost all foliage objects of the game. Major impact on East Coast, Jungle Rock Island, Johnson Valley and Italy maps
- Added new Thumbnail Generator Showroom
- West Coast
- General fixes and updates
- Closed holes, adjusted sidewalks to garage and door heights, and stopped terrain and asphalt popping through them
- Repositioned and fixed several buildings and meshes while fixing collisions on a lot of buildings and sidewalks
- Fixed wrong or broken materials and textures and cleaned decals and decalroads
- Updated the backdrop and added an infinite plane
- Minor fixes to improve gameplay
- Fixed power lines UVs
- Fixed police station parking area sign
- General fixes and updates
- Italy
- Improvements and fixes
- Raised building LOD distances and fixed the LODs on roads and traffic signs
- Fixed different issues on materials and old files
- Fixed trees too close to the road
- Fixed highway line markings
- Fixed hospital entrance
- Fixed bridge over highway
- Improvements and fixes
- East Coast
- Utah
- LODs update
- Improved LODs distances on guardrails
- Fixed rocks without collision
- LODs update
- Industrial
- Johnson Valley
- LODs improvements
- Improved LODs distance on all the RVs meshes in the camp area
- Fixed some floating rocks
- LODs improvements
- Jungle Rock Island
- Mud decalroad material improvement
- Improved mud decalroad materials rendering and colors
- Mud decalroad material improvement
- Gridmap v2
- Mesh additions
- Added 2 new colored cubes (blue and green) as modules
- Mesh additions
- Maps - Overall
- Improvements and fixes
- Updated the terrain backdrops and added infinite planes on Automation, and Hirochi
- Removed the old invisible walls map limit folders from all maps
- Fixed broken material on Derby, Industrial, Jungle Rock and Small Island
- Lowered cloud coverage
- Added endless terrain
- Navigation Graph: Fixed a bug whereby start/end tangent nodes/edges would be included in the navigation graph
- DecalRoad startTangent/endTangent use the first/last node only to shape the spline, and the engine does that only for improvedSpline, non-looped roads with 4+ nodes. The control-point AI path now skips those nodes under the same conditions, and the subdivision edge-count check accounts for them. Control-point nodes are numbered with a running counter so every road starts at 1 with no gaps.
- Navigation Graph: Fix the closing edge of looped DecalRoads
- Only add the closing edge when improvedSpline is enabled. The engine ignores ’looped’ on the legacy spline, so the edge had no road under it.
- Set outNode on the closing edge, which was missing.
- Fill in lanes for the closing edge with getEdgeLaneConfig when autoLanes is used, the same as the other edges.
- Improvements and fixes
- Hirochi Raceway
- Fixed some decal issues
- Garage
- Fixed unnecessary window mesh details
Settings
- Redesigned Graphics and Display settings UI
- Grouped graphics settings into Image, Detail, Brightness & HDR, Framerate & Sync, Multi-monitor, Lighting and Reflections sections
- Merged Anti-Aliasing and Upscaling into a single option, with Off as one of the modes
- Added Resolution Scaling slider
- Merged Ambient Occlusion toggle and quality into a single option
- Simplified Dynamic Reflections and Dynamic Mirrors into single quality presets
- Added Screen Space Reflections quality option
- HDR toggle can now be turned off even if the display stops reporting HDR support
- Updated default settings and graphics presets
- Fixed window size being incorrect when changing resolution in windowed mode
- Renamed Steam Deck preset to Handheld
- Controls
- Reworked the controller navigation: you can now move to every binding and to the add (+) button. A hint shows how to add a binding
- Only one category is open at a time
- Fixed a binding deleted in the new-binding popup not being removed when you apply
- Fixed the graph in the axis options being inverted
- The FPS meter now shows RAM and VRAM usage with gauges
- Fixed the Driving Assistants labels mixing up steering speed and maximum angle
- Fixed sliders ignoring keyboard input, holding the d-pad not working, and the slider jumping back after repeated d-pad presses
Launcher
- Added support for Windows on ARM
- Improved the looks and labels of main buttons
- Fixed some texts not being translated if the tool had been launched from our support website
- Fixed harmless issue where the support tool was misreporting Windows 11 as Windows 10
- Fixed harmless issue where the support tool misreported any amount greater than 4GB RAM as 4GB
Replay
- Optimized FPS during recording up to 3x, to combat a performance regression introduced in 0.39
- Fixed glowmaps sometimes flickering during playback
- Fixed some messages not being translated into other languages
- Fixed inability to manually record a replay, if an automatic recording (e.g. missions) had failed for some reason
- Improved informational messages about why a replay failed to be saved to storage
- Fixed some messages staying on screen forever in certain circumstances
- Fixed visual artifacts when spawning certain vehicles, then loading a replay with a slightly modified variant of that vehicle
- Fixed rare crash when replay system attempted to trigger sounds from a mod that’s not currently active
- Fixed replays sometimes leaving you stranded in an inactive vehicle (like backup unicycles or traffic) after stopping playback
- Fixed corrupted playback of outdated recordings by disallowing opening them in the first place
- Brought back a large loading indicator while a replay loads
- Fixed the “recording” notification staying on screen after a recording was canceled
Gameplay
- Split-Screen
- Added local split-screen multiplayer
- Supports up to 4 players on PS5
- Supports up to 64 players on PC (If you have that many friends, devices and hardware that can run it)
- Start from the Main Menu, add participants, then select Freeroam or a game mode
- Or start it from within a level by selecting Split-Screen from the Pause Menu
- Freeroam
- Players start together at a random location
- Each player receives a random vehicle suited to the selected map
- Each level can provide a list of suitable vehicles
- Per-player settings for:
- Vehicle
- Gearbox mode
- Clutch assist
- Throttle assist
- Automatic per-player vehicle colors
- Custom vehicle colors
- Per-player vehicle selection and customization, one player at a time
- Players can enter and exit vehicles using the new occupant system
- Game Modes
- Added seven split-screen game modes:
- Race — Race against your friends on a variety of track layouts. This supports over 85 of our existing Time Trials and AI Races track layouts.
- Drag Race — Compete head-to-head over a quarter mile
- Pursuit — Play as chaser or runner and either make the arrest or escape
- Derby — Survive the demolition derby as the last vehicle moving
- Drift — Compete for the highest drift score within the time limit
- Rock Crawling — Race through challenging trails with optional penalties and recovery rules
- Soccer — Work in teams to push the ball into the opposing goal
- Game mode settings can be customized, such as track layouts, lap and score goals, penalty rules and more.
- Added seven split-screen game modes:
- Split-Screen Settings
- Change players and settings while playing through Split-Screen Settings
- Add or remove players from the roster
- Apply roster changes without restarting the entire session
- Per-player settings for gearbox mode, driving assists and more
- Multiple Layouts to choose from, or use mods to add new layouts
- Utility functions to use the same vehicle for everyone, gathering players and more
- Player tags above vehicles identify each player
- At close range, tags also appear above individual occupants
- Further away, indicators on the edge of the screen show the direction of distant players
- Change players and settings while playing through Split-Screen Settings
- Inputs and Devices
- On PC, assign any number of input devices to each player
- Devices can be combined for one player
- Example: assign a steering wheel and pedals to Player 1
- Example: assign a gamepad to Player 2
- On PS5, devices are assigned to players by the PlayStation operating system
- The action for switching vehicles in the old multiseat mode has been removed.
- Added local split-screen multiplayer
- Reduced lag when switching between vehicles
- Fixed some cases where a vehicle could be put underground or into walls when recovering
- Hid floating navigation arrows earlier when driving along the route so they don’t clip into the camera
- Fixed an issue where the trailer could clip into the vehicle after a recovery
- Fixed a crash or freeze when double-clicking an entry in the legacy vehicle selector used by Bus Routes, Light Runner and Quick Race
- Fixed a Crawl challenge incorrectly disqualifying the user when using your own vehicle, or other non-default settings
- Fixed the lap selector of Time Trials not working
- Tweaked vehicle recovery reaction time and speeds
- When holding the recovery button, the vehicle will initially be reset in-place, to prevent it from straying too far on its own
- Fixed the environment menu not always allowing players to tweak values after disabling the competitive-scenarios option
- Rally Mode
- Cars have a more realistic weight distribution thanks to a codriver now physically seated beside you
- Implemented support for dynamic in-world 3D modeled countdown clocks
- Modders can implement their own custom clocks for their rally stages, with complete freedom to create them as analog, 7-segment, matrix, bulbs, etc. They’ll be used for the 3D preview panel too (if the user enabled it)
- Added new option to pick between fully realistic countdown clock (no visual aids), zoomed view of clock, or UI representation of clock
- An example pacenote call will play when browsing through codrivers in the stage start menu, as well as an intercom check when first arriving there
- Changed the default pacenotes from Pro to Enthusiast notes
- This is better suited for a greater number of drivers:
- Pro notes are based on per-stage, fully tailored, freeform recording sessions. There’s no metadata relating speech patterns to predefined pacenote triggers. So visual pacenotes are not available. This makes it unsuitable for non-English speaking community (and those using low volume, like streamers)
- Enthusiast notes use predefined pacenote metadata, so visual pacenotes are available. This suits the entire community, and is typically available even in mod stages
- This is better suited for a greater number of drivers:
- Adde the ability to turn visual pacenotes on and off (if available) in the starting menu
- Improved location of HUD visual pacenotes
- Potential fix for audio system playing the same pacenote infinite times times times times times
- Fixed occasional stutters when pacenotes triggered in excessively quick succession
- Optimized minor stutters when a pacenote had no visual icon available
- Fixed the codriver names having been accidentally translated into other languages, leading to understandably confused faces among our non-English-speaking communities
- Optimized rally selector menu, it should open much faster now
- Cars have a more realistic weight distribution thanks to a codriver now physically seated beside you
- “First Drive” Onboarding Tutorial
- “First Drive” is the new onboarding tutorial for new players. It replaces the existing Freeroam Tutorial - many lessons have been moved over to the new tutorial and improved. Achievements and Trophies associated with the previous tutorial have also been moved to the new one
- Start First Drive directly from the onboarding popup, the Quick-Start Menu or through the Gameplay Selector
- On first launch, the onboarding popup helps players configure the language, measurement units and UI scale
- Learn the fundamentals of BeamNG.drive through several guided lessons:
- Vehicle Recovery, Driving Assists, Spawning Vehicles, Customizing Vehicles, Vehicle Interactions, Radial Menu, Map View, Challenges, Environment
- Vehicle Recovery, Driving Assists, Spawning Vehicles, Customizing Vehicles, Vehicle Interactions, Radial Menu, Map View, Challenges, Environment
Career Mode
- Improved/Fixed Test Drives
- Fixed some cases where walking away from a test drive, or when inspecting the vehicle, wouldn’t trigger the sale abandon
- Made the “You damaged the vehicle, you will have to pay if you don’t buy it” more obvious; added a message during the test drive and in the purchase UI
- Fixed error that could happen when part shopping and the vehicle’s JBeam file was faulty
- Fixed issue where the tuning menu filters weren’t working in non-English languages
- Fixed dealerships malfunctioning and not showing new vehicle offers, if the system clock got rolled backwards
Missions
- Fixed issue where the player vehicle might fail to spawn at the start of a mission
- Updated all Italian trucking missions to use various new Cherrier Percheron configurations
- Converted Abseiling Fuel and Trailer Ferry into freeform delivery missions and made the Cherrier Percheron the main vehicle used
- Rebalanced objectives and star requirements across many drift, delivery, knockaway, and time-trial missions
- Made drift mission rewards more accessible while adding bonus goals for experienced players
- Improved route guidance, hints, descriptions, mission names, images, weather, lighting, and starting positions
- Expanded the selection of eligible opponents in “Run What You Brung” races
- Added new freeform delivery mission, TastiCola Driver
User Interface
- Redesigned Main Menu
- New layout with large tiles for Quick-Start Experiences, Freeroam, Split Screen, Career, Gameplay Selector and Rally. (The other modes are in
More...) - Added a transition effect between menu pages
- Removed the Extras page. Credits are on the main menu, Stats moved to the pause menu, and Help, Licenses and Health & Performance moved to Options
- Improved the performance of the blurred menu buttons
- New layout with large tiles for Quick-Start Experiences, Freeroam, Split Screen, Career, Gameplay Selector and Rally. (The other modes are in
- Vehicle Selector
- Updated the thumbnails of all official vehicle configurations. Fixed and improved the thumbnail generator, which was broken in 0.39
- NEW: Low performance notifications
- In Freeroam and Split Screen, the game now tells you when the frame rate stays below 25FPS, and suggests removing some vehicles
- The pause menu shows a notice while performance is low, and the game warns you before you spawn another vehicle
- Turn the notifications off with
Notify me about low performance (<25FPS)inOptions > Advanced > General
- Photomode
- Scene tab - Environment settings
- Refreshed the layout. Frequently used controls are easier to reach, and the advanced controls are in collapsible sections, so they take less space when the tab opens
- Added a temperature profile graph and a wind direction control
- Added the
Level DefaultandRealtimeday length options. The day length now follows the value set by the level, and the day/night bar is clearer - Fixed the day length setting not matching between the Freeroam options and the Environment tab
- Fixed the Environment tab collapsing on small screens
- Fixed resetting camera and postfx on exit
- Fixed motion screenshot camera synchronization
- Added support for upscalers and temporal accumulation when active
- Added settings for new rendering features
- Fixed possible game crash when spamming the “take screenshot” action
- Fixed camera bookmarks not restoring the camera orientation correctly
- Fixed untranslated app names in the overlays
- Fixed the focus when you switch tabs
- Fixed several Photo Mode issues
- NEW: Early preview of the Photo Mode overlay editor
- Edit the Photo Mode overlays, or create your own from images in your user folder and any HUD apps
- Works on the same system as the HUD apps layout editor, with adjustments
- Scene tab - Environment settings
- Added translations to various screens
- Big map and activities
- Opening the big map now centers on your active GPS route
- Selecting a nearby activity in the menu now moves the map camera to it
- Fixed the big map opening behind the pause menu when the map and menu buttons are pressed together
- Fixed the point of interest filters overflowing their panel
- Fixed the activity prompt sometimes not opening with the interact binding
- Freeroam setup and vehicle selection
- Added controller scrolling to the Advanced panel of the Freeroam setup, and fixed its button hints
- Fixed the vehicle selector highlighting the default configuration instead of the chosen one when you pick a vehicle from Recent
- Fixed the next-step button not updating when you pick a recent spawn point
- Fixed the vehicle filters applying every step while you hold a value button
- Fixed the menu sometimes staying on screen after a level has loaded, for example when you start Leisurely Drive
- Fixed the Freeroam setup and Mission Details screens not fitting 720p screen (e.g. Steam Deck)
- Career Mode
- Reworked many career screens for controller use and a more consistent look
- Milestones, Driver Abstract and Repair use the new pause menu layout
- Insurance is now a full screen, with a list of policies and their details side by side
- Vehicle Shopping shows the marketplaces as a list
- Part shopping, tuning and painting share a new shopping cart. The cart focuses the Purchase button, and the parts list has a search
- Updated the delivery screens for controller use: cargo overview, cargo loading and cargo drop-off
- Vehicle purchase and price negotiation work better with a controller
- Fixed the screen not changing after a new career profile has loaded
- Fixed the menu navigation breaking after an instant repair
- Fixed the controller navigation in the cargo unlock popup
- Fixed the optional challenge selection in the career tutorial not working with a controller
- Fixed the tutorial popup text overlapping the insurance image
- Fixed the focus frame of the last item being cut off in Career History, and controller scrolling in Progress
- Fixed the career breadcrumb not being translated
- Overhauled Trip Computer app
- Fixed an issue where you could get stuck in the radial menu
- Fixed missing translations for the ‘Show Debug Tab’ label in the vehicle config menu
- Fixed some Loading Screen progress texts not having translations
- Fixed the vertical alignment of ‘Tips’ label during Loading screens. It was literally unviewable, even if few people noticed
- Removed the “show possibly broken mods” button, the amount of false positives it reported was excessive, normally creating more problems and confusion than it solved
- Fixed the damage UI app swapping the left and right tire indications
- Added various filtering options to the Level selector (location, size, author)
- Fixed some damage messages (such as ‘coolant overheating’) overwriting other visible messages
- Optimizations to reduce the loading time of Vehicle Selector
- In some tested cases this improved menu load times from 10-15 seconds, down to 1-2 seconds.
Side note: on PC, every once in a while (such as after a computer reboot) your Antivirus solution may choose to inspect vehicle files when this menu accesses them. This can introduce anywhere from no delay to half a minute depending on hardware, workload and mods. There’s no suggested workaround at this time.
- In some tested cases this improved menu load times from 10-15 seconds, down to 1-2 seconds.
- Minor optimizations thanks to routine cleanups of legacy code from deprecated UI menus
- Faster response in main menu: navigation will now work during the initial fade-in
- Fixed many labels with PC-specific terminology that wasn’t suitable to platforms like Steam Deck or PS5
- Cleaned up several unused translations, allowing minor startup speedups
- Fixed accidental debug texts displayed by mistake in some UI labels
- Fixed broken italics format in many labels
- Minimap Improvements
- Improvements in the Minimap code have enabled us to add the Minimap to the default user layout. Technical Details: It now takes a lot less time to run (from 3.14ms to 0.9ms on mid-spec hardware per frame), and also produces no more garbage, reducing frame-hiccups.
- HUD apps
- Rebuilt many apps for better performance: Simple Digital Speedometer and its Air version, Simple Pedals, Simple Steering, Race Recovery Counter, Race Real-Time Display, Simple Powertrain Control, Race Checkpoints, Race Laps, Race Position, Race Time, Race Time Comparison, Compass Precise, Vehicle Damage and Forced Induction
- Renamed the debug apps to clearer names, for example
Engine Debugis nowDetailed Engine InfoandShift Point Debugis nowShift Point Graph - Removed the outdated Gravity, Radio Test, RPM Debug and Engine Info apps
- Input Hints shows only the actions that the current vehicle has
- Vehicle Configuration and the telemetry panel show “No data available” for vehicles without parts or tuning, such as props
- Fixed the Forced Induction apps not showing any data
- Updated how bindings are shown in the Input Hints and Messages apps
- Fixed the colors and layout of the Bus Route app
- HUD apps layout editor
- The apps list shows thumbnails
- Improved editing with a controller
- Developer layouts no longer appear in the layouts list
- Radial menu
- Hold a Cruise Control item to keep adjusting the set speed. Before, it only reacted to single clicks
- Improved the keyboard and mouse navigation
- Adjusted the icon sizes and labels. Long words now wrap
- Improved the layout at 720p
- Improved the slot assignment window
- The vehicle configuration and vehicle selector items now open the pages in the pause menu
- Fixed the radial menu showing the wrong bindings
- Fixed Ctrl+E or Ctrl+W in the radial menu leaving the UI apps in the radial menu layout
- Vehicle configuration
- The game now asks you to apply your tuning and parts changes when you leave without applying them
- Tuning sliders no longer apply while you drag them, and reset to the values of the current saved configuration
- The Tuning tab shows the mirrors button when mirrors are not turned off. Resetting values has moved to the
Context menucontroller action - Improved the position and size of the tuning telemetry panel. The vehicle now stays centered in the visible area
- Improved the controller navigation in the Parts tab and in the color picker
- Improved the color picker performance with the mouse
- Fixed empty slots staying disabled after you install a part
- Pause menu
- Reordered the buttons in the Vehicle tab
- Long user names now scroll instead of pushing other items, such as the clock
- Fixed scrolling and focus jumps in Manage Vehicles
- Fixed scrolling and wraparound in the left menu
- Popups
- Clearer exit confirmations. When you leave Career, the popup shows the time of the last save and offers
Save and exitorExit without saving - All confirmation popups use the same button order. Destructive actions have their own style and are not focused by default, so you cannot confirm them by accident
- Fixed the content of popups and forms not getting the focus
- Clearer exit confirmations. When you leave Career, the popup shows the time of the last save and offers
- Loading screen
- Updated the loading screen icons
- Updated translations for the loading screen progress steps
- Fixed the progress icons not filling up while the game loads
- Controller navigation
- Fixed several cases where the menu focus was lost or the navigation got stuck
- Fixed the d-pad sometimes not working after you use the thumbstick
- The focused item now scrolls into view when you return to a screen
- Fixed lists jumping to the top when the next item is taller than the screen
- Fixed the rally selector not reacting after you close the disclaimer
- Fixed popovers staying visible after their item scrolls out of view
- Fixed the main menu staying on screen after loading into the Track Builder, and added a confirmation when you exit the Track Builder to the main menu
- Fixed the Cherrier FCV dashboard always showing a speed of 0
- Fixed the
Menubreadcrumb going to the wrong screen in Bus Routes, Quick Race and Light Runner - Fixed the binding hint on the Mission Details screen
- UI Modding Please check the Modding section for information on how recent changes will affect you.
Input & Force Feedback
- Fixed issue in the settings where some axis options were not showing up when the binding used a modifier
- Added missing navigation bindings for the Logitech G29 wheel
- Added missing navigation bindings for the Fanatec CSL DD wheel base
- Added missing navigation bindings for the Thrustmaster T248 wheel
- Added missing navigation bindings for the Thrustmaster TGT II wheel
- Removed some outdated input actions
- Added PlayStation button icons to the UI for some steering wheels that have PlayStation icons on them
- Added default bindings for the Thrustmaster T98 wheel
- Moved the ‘camera zoom’ binding for walking mode and driver cam to the left stick on controller
- Assign
Interact with gameplayto several Logitech, Fanatec and Thrustmaster wheels, for easier access to the Rally Mode ‘skip clock’ function (and others) - Added default controls for Revosim Pure DD
- Added default controls for Revosim Initiale DD
- Added default controls for Logitech RS50
- Added default H-shifter assignments in Logitech Pro Xbox and Logitech Pro PlayStation wheels
- Added support for many common steering wheels on PS5
- On initial launch, a limited amount of steering wheels are supported:
- Fanatec ClubSport DD+ for PS
- Fanatec Gran Turismo® DD PRO
- Logitech G29
- Logitech G923
- Logitech RS50
- Logitech G Pro for PS
- Thrustmaster T248 for PS
- Thrustmaster T598
- Thrustmaster T98 FERRARI 296 GTB
- Thrustmaster TGT2
- Thrustmaster T300 RS
- Unlisted wheels might work correctly too, or might work partially (missing force feedback), or might not work at all. We will improve support over time
- Known issue: some listed wheels may not be able to assign certain buttons, we will address this in future updates
- On initial launch, a limited amount of steering wheels are supported:
- Improved assigned controls for Fanatec CSL
- Rebalanced throttle and brake trigger linearity in gamepads. The old values were heavily geared towards extremely gentle driving, while in reality spirited driving is quite common
- Fixed incorrect steering rotation angles for PXN-V10, Thrustmaster T-GT, Thrustmaster T-GT2, Thrustmaster T598
- Fixed multiple identical bindings being listed in the Controls menu, when multiple identical devices are connected
- Fixed some preview graphs of binding editor not updating correctly
- Fixed a bug where creating a new binding from scratch might start with some wrong parameters
- Improved the setup of force feedback by choosing the right secondary smoother value, rather than offering this as an option that could be misconfigured
- Fixed the force feedback ‘Update Rate’ dropdown having no effect
- Fixed inputmap files storing unintended temporary data fields used for display by the user interface Controls menu
- When adding a new binding, the official defaults will be used as a starting point
- Previously some empty neutral defaults would be used. This prevents issues when you delete your steering binding, and “lose” critical settings (such as the ‘Invert’ checkbox, or reasonable device-specific defaults for other fields).
- Force feedback will now be disabled while a recovery is taking place
- Fixed bug that could prevent force feedback/vibration from working on a second and any additional connected wheel/controller
- Fixed log spam from missing input devices when running in headless mode
- Fixed rare crash during shutdown if certain input devices were connected
- Fixed rare and very minor memory leak when using a force feedback wheel
- Improved logs to help us better diagnose certain extremely rare input issues
- Merged the
BackandCancelmenu actions into oneBack / Cancelaction
Cameras
- Fixed issue where the coupler camera wasn’t activated when you coupled two vehicles while in walking mode
- Increased the rotation limits of driver camera, so that all triggers in the cockpit can be reached
- Switched to free cam when removing the last vehicle on the map
- When spawning a vehicle while the player is not in a vehicle, switch to the vehicle camera
- The traditional ‘driver’ camera has been generalized and improved into the
occupantcamera. This is now usable by all occupants, not merely driver - Improved the control of camera vibrations when the inertia factor is set to zero, by using a different frame of reference up until a vehicle occupant detaches from their seat or position
- Unified the head-bobbing effect from freecam walk and ’external’ camera, so they are consistent with each other
- More realistic human height for the handheld mode of ’external’ camera
Virtual Reality
- Improved VR performance and visual quality, fixing rendering glitches
- Added support for Virtual Reality in Direct3D 12
- Added DirectX 12 VR support through OpenXR
- Improved comfort by automatically disabling head-bobbing effects when VR is active
Audio
- Reworked how powertrain volume is calculated
maingainsettings on individual upgrade parts are now ignored, withmaingainclamped to a maximum of 0dB- Volume is now driven by the power the engine produces from combustion, rather than by part settings, and is clamped at 1000kW
- This applies to acceleration only: deceleration volume remains user-defined through
offLoadGain(onLoadGainalso still works) - The overall mix is being reworked with this system in mind
- Transposed the front-end music into D major, in preparation for instrumental solos and further tweaks
- Added new horn for the Cherrier Percheron
- Added new reverse beeper for Cherrier Percheron
- Fixed rare crashes when playing back missing or unreadable sounds (might happen in replays)
- Fixed tiny memory leak when playing certain types of sounds
- Fixed some cases of muted audio after a Ctrl-L lua reload
Physics
- Fixes and optimizations in the physics core
- Disabled vehicle simulation sleeping in bananabench. Simulation sleeping does fewer calculations for stationary things. Disabling it improves consistency of results, but decreases the final scores.
- Deprecated legacy simplified collisions from Options menu
- The benefits didn’t outweigh the overall negatives (such as confused people, confused support, untested for physics bugs, false bug reports, unclear performance speedups in some cases, increased devtime to maintain surrounding systems without introducing bugs for the rest of the community, etc). If you were a heavy user of this setting, we’re pressing F with you.
- Fixed harmless bug which allowed groundmodels to leak from one map to the next (unused) unless you exited the sim first
- Added a simplified editor of weather temperature over the time of day, available in Environment menu
- Modders creating or modifying maps can (and should) continue using the World Editor instead, which is more difficult to use but is not simplified for usability.
- Fixed error when reading a malformed groundmodels file
- Tweaks for the snowbank groundmodel parameters
- Tuned aerodynamics
Powertrain
- Added simulated hydrodynamic retarder
- Adjustable manual and automatic brake-follow modes
- Configurable power curve
- Accurate heat transfer into engine coolant
- Combustion engine gains are now clamped to a maximum of 0
- Hydraulic Pump / Accumulator
- Fixed gearration being applied incorrectly
- Added support for breakage
- Fixed inconsistencies with initial volume vs initial pressure configuration
- Fixed hydraulic PTO only working with a single other vehicle
- Fixed potentially incorrect AV from parent being used
- Fixed unknown consumers crashing the vehicle
- Fixed non-unique consumer names quietly being accepted but leading to failures
- Fixed empty consumer section leading to failures
- Hydraulic Cylinder
- Fixed regen effect colliding with relief flow
- Fixed slip force being incorrect for multi-beam cylinders
- Fixed incorrect telescoping cylinder stage selection
- Fixed stage creation with a single stage
- Fixed cylinder with no beams crashing the vehicle
- Fixed friction force for multi-beam cylinders
Vehicle Systems
- Decoupled lightbar state from ignition setting
- Fixed P mode being applied with engine off even if the transmission did not have P
- Added configurable electrics input to orbitrol steering
- Fixed dual-axis lever not working correctly in M mode when no impulse coordinates were specified
- Added support for triggering advanced couplers via electrics
- Added a controller to trigger an electric based on one or more beam lengths
- Added head movement to unicycle
- Added active torque direction compensation to unicycle
- Fixed unicycle top speed depending on pitch
- Optimized custom electrics handling
- Fixed large roller target height setter
- Rewrote DSE velocity tracking algorithm to improve quality across different vehicle setups while decreasing computational cost
- Fixed engine stall message being displayed for broken engines
- Fixed upshifts sometimes not working correctly
- Added retarder management controller
- Added cab-tilt management controller
- Added generic rear-wheel-steering controller
- Fixed closed-loop hydraulics control reset path
- Fixed steering jitter from Oversteer Reduction when the rear wheels lock at low speed, for example with the handbrake
Vehicle AI & Traffic
- Awareness Improvement
- The awareness code has been improved to be more resilient to navigation graph adherence errors
- Memory optimization
- Reduced garbage generation by replacing per-call/per-frame vec3() allocation with pooled, reused vectors. This approach is used to reduce garbage generation for AI racing
- Traffic roads adaptations to make navigation more operational
- Improved parking zones definition to prevent crashes from driving vehicles
- Adjusted decalRoads for side-obstacles collision avoidance
- Edited road network topology and related parameters for safer AI driving
- Added traffic signs annotations
- Traffic and parked cars spawning changes, based on traffic options settings:
- When the amount of vehicles to spawn is 0 in the traffic options, yet spawning is requested, this is now worked out at spawn time, so spawning stops writing the settings; the number is up to 10 traffic vehicles, estimated based on CPU
- The option for ‘auto’ numbers of traffic and parked vehicles gives equal numbers for both groups, reducing the parked vehicles number compared to v0.39
- Renamed traffic option setting from ’trafficParkedAmount’ to trafficParkingAmount, marking the old name obsolete
- Fixed traffic police states not resolving properly if pooled traffic was active
- Fixed bug that in some cases could lead to dramatic FPS drops, memory leaks (system ram only), and possible crashes to desktop
- Fixed densifyPlan position estimation on first segment split
- Resolved a bug in the densifyPlan function that caused incorrect vehicle position estimation when the first plan segment was split
Rendering
- Added new Anti-Aliasing and Upscaling techniques
- Added SMAA T2x temporal anti-aliasing
- Added NVIDIA DLSS
- Added AMD FSR™ 3 and FSR™ 4
- Added Intel® XeSS
- Added an upscaler sharpness slider
- Improved temporal upscaling quality, stability and exposure handling
- Added multi-monitor upscaling support
- Added stochastic screen-space reflections for vehicles, glass and water, with configurable quality levels
- Improved SSAO
- Fixed SSAO contrast and radius not applying correctly
- Reduced SSAO noise and visible pattern artifacts
- Added Specular Occlusion
- Darkens environment reflections in cavities and on sheltered rough surfaces, based on nearby geometry, using bent normals
- Implemented bindless rendering for Vulkan API and Direct3D 12
- Lowers CPU overhead in scenes with many objects and materials
- Enables GPU culling, LOD selection, and indirect drawing for instanced objects
- Added Compute Shader support for PostFX
- Added Split Screen support
- Added vehicle part visualization
- Added the
emissiveIgnoreExposurematerial flag- It keeps an emissive layer at a fixed screen brightness. Use it for UI-like objects, not for lights. With it enabled, emissiveIntensityNits is display-relative, where 1 is about white.
- Optimized video-memory usage, including reduced allocation overhead and memory-leak fixes in DirectX 12
- Improved auto-exposure stability, including fixes for thumbnail brightness and overcast lighting
- Improved cluster shading performance and stability in scenes with many lights and shadows
- Fixed light attenuation
- Improved local-light shadow stability and quality
- Added light-source radius support for more natural soft shadows from point lights, spotlights and vehicle lights
- Fixed light cookies in translucent materials
- Improved sunlight and screen-space shadow stability and quality, reducing shimmering, flickering, ghosting and visible transitions
- Vulkan API Renderer Improvements
- Fixed corruption of mips when an existing cached DDS lacked the requested finest mip
- Fixed possible corruption of streamed textures (random pixels) due to using unaligned buffer offsets in the transfer queue
- Direct3D 12 Renderer Improvements
- Improved DirectX 12 synchronization, increasing GPU utilization, reducing stalls and improving frame pacing
- Fixed graphics crashes and freezes, particularly with DirectX 12 and AMD graphics hardware
- Removed obsolete post effects: chromatic lens, flash, turbulence, old motion blur, edge AA and old SSAO shaders
- Fixed missing ambient lighting at night
- Fixed dark colors being crushed in SDR
- Optimized CPU and GPU rendering performance, reducing overhead and unnecessary rendering work
- Improved dynamic-reflection performance, with better prioritization of reflection updates
- Improved motion blur, replay interpolation and depth-of-field stability
- Added missing optimized format for particles spawned by snow physics ground model
- Fixed rare PlaneF crash to desktop if the camera pointed at portals (like tunnel entries) with an extremely specific orientation
- Fixed rare crash when rendering into named textures
Game Engine
- Windows ARM64 port
- We are delighted to announce shipping of native Windows on Arm binaries. It is possible to choose between the native version and the emulated x64 version on compatible devices. The native version should bring performance improvements for ARM devices mostly in CPU-bound scenarios
- Known limitations:
- Added optimization to remove stutter the first time skidmarks happen in a map with no decals file
- Added optimizations to startup time, with improvements to various subsystems: missions, audio, flowgraph, mod discovery, mod initialization, mod thumbnails, JBeam caches
- Large optimizations when mounting and unmounting many mods
- The speedup will be more evident with higher mod counts. Our basic testing scenario (500 maps, 3000 spawn points, 3000 unique thumbnails, 500 missions) improved this process from 3 minutes down to 4 seconds.
- Implemented new level loading performance optimizations
- Optimizations to Ctrl-L lua reload time for modders, result may vary but can be around 20% faster now
- Fixed minor FPS loss after the Groundmodel Debug tool had been used during the current session
- Improved memory safety of various C++ APIs
- Improved handling of pastebin (e.g. text fields) on operating systems configured to non-English languages
- Fixed rare crashes when using a shortcut to launch the sim straight into certain maps
- Major cleanup and update pass of various third-party dependencies
Nodegrabber
- Cleared fixed nodes when teleporting the vehicle
- Disabled controller vibration if the players’ vehicle is being nodegrabbed
- Fixed rare error when switching from gamepad mode to mouse mode while in walking mode
- Fixed the mouse cursor not lining up properly with the contents of the screen in double- and triple-monitor setups, and often being unable to grab the nodes either
- Cleaned up of internal code, for better maintainability of mouse & controller inputs
- Fixed camera resetting to ‘driver’ cam when switching to another vehicle and back while controller nodegrabber is active
- Improved popup labels to be more readable
Linux
- Updated SDL to version 3.4.18
Modding
- Fixed issue with normals on custom-sized license plates
- Custom config files will get the same name as the config again
- Fully revamped the Groundmodel Debug panel
- Checkboxes and their options are reorganized with contextual visibility
- Added new slider to tweak the polygon separation
- Added alternative debug color theme, in case various models got assigned too close colors
- Integrated the realtime coltri count into a single listing mode
- Smarter default visibility of groundmodels, based on what has been seen in current level so far
- Fixed several bugs with loading and saving groundmodel configuration
- Checkboxes and their options are reorganized with contextual visibility
- Improved warning about
setExtensionUnloadMode, it could sometimes trigger in the wrong situations - Renamed all legacy instances of ‘dash’ camera to their modern, preferred naming: ‘driver’. A backwards compatibility layer is still offered, to avoid breaking mods
- Improved detection of inside vehicle volumes
- Previously this was based (among other factors) on being within range of the camera named ‘driver’ or ‘rider’
The new system allows an unlimited number of such sub-volumes to be checked. Instead of using camera names, they use an explicit JBeam flag for all occupant cameras:
isInsideThis flag can be omitted, forced totrue(for closed cabins), or forced tofalsefor open seaters, convertibles, etc.
A simple backwards compatibility layer is also implemented, to maintain as many existing mods in a working state
- Previously this was based (among other factors) on being within range of the camera named ‘driver’ or ‘rider’
The new system allows an unlimited number of such sub-volumes to be checked. Instead of using camera names, they use an explicit JBeam flag for all occupant cameras:
- Added several timing logs to the ctrl-L lua reload process, to help identify mods that slow down this process
- Added error logs when gelua commands are enqueued by the user interface cannot be processed, instead of silently ignoring
- Fixed some user interface debug logs not fully reaching the log file
- Input actions can now include a new keyword
DEVICE, to identify which input device the input came from- This works in the same way as the traditional keywords like
VALUE,PLAYER, etc. It could help modders wishing to expand splitscreen mode
- This works in the same way as the traditional keywords like
- Improved logs when a corrupted mod fails to be read, to help modders (and devs) diagnose mod issues
- UI Modding Improvements
- HUD apps can include sample data in
mockdata/snapshot.json. The layout editor shows the app with this data - Radial menu items can use bitmap icons
- Use
extensions.ui_router.navigate(routeName, params)instead ofguihooks.trigger('ChangeState', ...).ChangeStatestill works, but it only forwards to the router, so the name must be a registered route - The game no longer sends
ChangeStatewhen it changes screens. To react to screen changes, use theonUiChangedStateLua hook createVueAppis deprecated and shows a warning. Use.vuefiles instead- Added drag and drop directives (
v-bng-drag-container,v-bng-drag-item) - Breaking change: removed the
v-bng-paneldirective - Removed the Gravity, Radio Test, RPM Debug and Engine Info apps. They are removed from your layouts automatically
- HUD apps can include sample data in
Lua API
- Created helper modules that manage police pursuits
lua/ge/extensions/gameplay/pursuit/pursuit.luais the new entry point
- Split wheels.lua to reduce file length and allow for new wheel types in the future
- Default skinDragCoef changed from 0 to 10 in wheels.lua
- Removed setWindowTitle function
Walking Mode
- Player Character Models and Seating System
- Player Character Models update
- Added a new visual mesh for the walking character
- While walking, the character’s head follows the camera
- You can now see your character in mirrors
- Occupant visuals can be disabled under Advanced > General > Visualization > Show vehicle occupants
- The seating system, occupant weight, and physics remain active when visuals are disabled
- His name is Bob and we love him very much
- Physical Occupants
- Occupants now physically sit inside vehicles
- Each occupant adds 89kg of weight to the seat and vehicle
- Seated occupants are fully JBeamed, allowing them to wobble and react to vehicle movement
- Character colors are preserved when entering vehicles, making players easy to identify in split-screen
- Seats and Vehicle Interactions
- Each seat can now be occupied by either a player or a dummy occupant
- When entering a vehicle:
- The driver’s seat is selected first
- If it is occupied, the closest available seat to the entry point is selected
- When exiting, the character appears near their occupied seat
- Vehicles such as buses can define specific exit positions
- Vehicles can be entered and exited using the existing bindings or by clicking a seat
- Click your own seat to exit the vehicle
- Players can change seats while inside a vehicle
- Only the occupant of the driver’s seat can control steering, throttle, and other driving inputs
- Vehicle triggers remain usable from any seat
- Vehicle Input Behavior
- Vehicle inputs are now cleared when entering, exiting, or changing seats
- For example, leaving a vehicle while holding the throttle will no longer leave the throttle input active
- The previous behavior can be restored under Gameplay > General > Vehicle Behavior > Sticky vehicle controls when changing seats
- This may be useful for players who prefer the pre-0.40 behavior or for certain modding use cases
- Vehicle inputs are now cleared when entering, exiting, or changing seats
- For Modders
- Add a
seat_occupantslot for every supported seat and useoccupant_genericas its occupant part - Give every seat a unique
$seatID - Use
nodeMoveandnodeRotate1to position and rotate the occupant - Connect the occupant to the seat using the
$occupant_attachnode*variables - Mark the driver’s seat using
$isDriverwith eitherLHDorRHD - Optional settings can define:
- Seat names and sides
- Camera position and pitch
- Available action maps
- Custom exit nodes or exit sides
- Trigger highlight meshes
- The generic occupant part automatically provides the character mesh, physical JBeam structure, camera, cargo mass, entry trigger, and occupant slot data
- Refer to the seat implementations in official vehicles for working examples and guidance
- Add a
- Player Character Models update
World Editor
- Added Editor Render Settings window: can follow game settings or override quality, post effects, anti-aliasing, resolution scaling and FPS limits for the editor
- Terrain Editor
- Improved layer map material matching on import
- Added warning when an imported layer map references a missing material
- Terrain Materials Editor: importing over an existing material can reset it to defaults first
- Material Editor
- Added vram size estimates to material list
- Moved UV layer selection to the main detail map controls
- Sites Editor
- Fixed Shift+drag duplication conflicting with the gizmo
- Fixed selection changes cancelling an in-progress gizmo drag
- Traffic Manager: Fixed sign config list showing configs from the wrong vehicle
- Fixed ImGui ID conflicts in Material Editor and Preferences
Track Builder
- Fixed ImGui ID conflicts on texture buttons
Miscellaneous
- Updated Installer to NSIS
- Only applicable to HumbleBundle