Here are our changes over the last few weeks, some exciting things coming along. π
Features:
- Dynamic reflections on vehicles: We also added in-game options for dynamic reflections so you can adjust the quality settings in real time.
- Waypoints for AI, AI basics, Navigation system basics. Sneak preview of some pickups trying to get somewhere:
Bolide driving on ECA:
Same with debug information enabled:
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Separate full-screen and windowed vsync settings
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Warn when disabling vsync in windowed mode with aero running
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Fix vsync setting not being applied when changing in full-screen mode
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Wind sound now takes wind flow into account
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Fixed JSON parser having problems with specific jbeam special cases(empty lists and string escapes)
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Vehicle selector “Remove Filter” button works but doesn’t hide the selection
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Fixed hangup on T3D LUA crash
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Better error reporting for JSON errors
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Options menu reverted to previous working state
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Improved tire deflation behavior
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Improved AI Display and visualization
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Reduced skid mark threshold to 15m/s, this allows skid marks from burnouts in first gear
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Fixed issues with the new BC5 texture normals
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Added a working cannon, T to fire, signals for elevation angle
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Tweaked overDarkFactor on Puregrid for smoother vehicle shading
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Fixed missing clouds on Hirochi Raceway
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Fixed wheels offset in Hirochi Sunburst
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Minor fixes in East Coast USA and Hirochi Raceway
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Updates in East Coast for Town, Forest and Bridge
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Improved sky on Small Island
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Improved support for debug draw
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Distanced the external camera for Large spinner
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T-Series interior finished
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AI paths added in East Coast USA
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Separate car customization to set up car, configure parts and choose color
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Updated angular materials in newer version of UI
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Improved base model for Ibishu Covet from tire test tester results
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fixed internal turn signal for Moonhawk